In this update4
Full notes
Full Moves Of The Diamond Hand update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Store
- Gameplay
- Fixes
- Events
Moves Of The Diamond Hand changes
I'm settling into a weekly cadence for updates, with any additional hotfixes occurring as the week unfolds. This patch covers a lot of ground.
Balance
I wanted the game to respond to players ability to grind and gain all the items with more friction. Here's how I'm having the game do this:
When you get to the end of a successful busking round, the audience is given a permanent"Familiar Act" modifier that permanently buffs their rolls. There are six tiers of this, going from [+1,+1,+2,+2,+2,+3] all the way to [+5,+5,+6,+6,+6,+7]. Currently this only works for street busking and not plants.
You can now fully subdue lobster creatures using Physique. The correct agent will be disabled, and should remain so. If you fail to pickpocket a peaceful lobster, they'll just escort you to the entrance. Otherwise, they'll just remain docile.
cash rewards for drinks in Floating Frequency have been lowers
Klang's Mints have gotten more expensive ($20 -> $80)
costume requirements raised for Tier 3 costumes (4|5|6 / 5/5/6 range)
cocktail dice rebalance:
Lemon Juice Diluted -> +2 locked
Gin Diluted -> plus 2 health and nerve
cocktails (unsuccessful recipes and any freeform drinks yield 1 drink). successful recipes yield 2 drinks as before.
Quality of Life / Juice
the dice roll button now looks more like a chunky 3d button
you are now able to choose random pizza renames like you can for drinks
store purchases require a hold-to-confirm and provide a satisfying tween
quest screens now have their panels slightly separated, making them more legible
pizza ingredients icon is shaded
store discount in menu shown
double escape no longer required out of new game screen
you can see how many items you have while shopping
you can hide clean clothes in the laundry screen
Assorted fixes
certain areas in library easier to traverse
lion no longer traps you in certain parts of library courtyard
item details now behave more consistently
flavor text on items should show consistently
slowed by sap (and other area effects) fade consistently when entering / exited
cars no longer float in the street
you can now type 1, 2, and 3 in the drinks' name enter screen
tutorial graphic updated for costumes degrading
Small "Do not show again" state logic for tutorials fixed
controller traversal in drinks behaves more consistently
Experimental Mode
NEW OPTIONS PANEL: EXPERIMENTAL MODE
this is where I'll be putting any new features you'd like to try that haven't yet been fully tested, but should still work. test drive!
you can now play with unlocked frame rates
VSYNC is toggle-able
fixed issue where you could game over while getting a busking reward, reload, then be unable to access menus
situational soft-locks during certain tutorials fixed
Source
Changelog.gg summarizes and formats this update. How we read updates.
