Update log
Full Loot Shop Simulator update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello shopkeepers!
Extracted changes
- Store
- Maps
- Gameplay
- Fixes
Over the last week, we've been gathering feedback on the Guild Hall and getting ready for the first Guild Hall update. In the meantime, let me share information about the systems currently in development!
Guild Quest Combat
Currently, the quest steps involving Combat, Minibosses, and Bosses always roll a success for the player, regardless of the party. This is because some features of the combat system are still being fleshed out. Even though it's text-only with results displayed in the Quest Report, the actual combat mechanics will be real when we're finished.
Once we've implemented the final combat mechanics, enemies will have a Power Score that determines the likelihood of the player's party defeating them successfully. On top of this, some enemies will have Weaknesses that will be compared against the equipment worn by party members. We're still evaluating and balancing the existing items from the Dragon and Witch sets against the enemies defined in the first quests. Once we've finished the initial balancing, we plan to unlock the ability for players to provide party members with equipment! This will be available in update 0.2.3 (release date is still TBD).
Guild Training Minigame
One of the cooler ideas we've had for Guild Hall system is the ability to train newly recruited adventurers so they can be unique. We've designed a score-based minigame with contextual multipliers that will determine the stats (and possibly even new tags) that adventurers gain after being trained! This minigame will be played like Dominos, where placing matching pieces results in a visual path on a board. Once a unit is trained, you'll be able to see the path traced during their training at any time, as well as any multipliers that triggered and their overall minigame score. We're currently working on the artwork for this minigame, and we expect to have more to show in the coming weeks.
New Set
Currently, Guild Levels are locked as we develop the rest of the content that we have planned. Once leveling has been added, progressing to a certain Guild Level will unlock higher-tier quests that award players with the latest set: Diamond & Paywall!
This set will feature items exclusive to the Guild Hall systems, including items that will be very helpful on Guild Quests and Recruit Training!
Unlike other sets that have fixed drops, the Diamond & Paywall set will be the first to feature randomized drops: specifically new Dominos that can be swapped for the originals in your starter deck! Similar to how you can acquire special cards in Balatro, randomized Dominos from the Diamond & Paywall set will have built-in special effects, including some that contain score multipliers!
There are still a few weeks before we'll be ready to release the next update, and not all of these systems will be in the next update, but we wanted to share a little more information about the type of content currently in the works! There's a big vision for the Guild Hall specialization, and we're working hard to bring it all to fruition!
Once again, feel free to share your ideas and feedback on the Discussion forums here on Steam, or you can also drop by and say hello on Discord!
Stay tuned for our next dev log in a couple of weeks for more info on development!
Happy shopkeeping!
Source
