In this update4
Full notes
Full Raccoons to Riches update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Store
- Events
- UI and audio
- Compatibility
Raccoons to Riches changes
Hi there! Next week, the Steam Deckbuilder festival is kicking off, so I've been working on a nice big demo update for you all to enjoy. This update contains pretty much all of the work on the game I've done since last November, so it's a bit of a big one. In other news, I've got a fancy new Trailer with a release date announcement coming out Monday, so be on the lookout for that. Get excited! Here's the full patch notes for the demo update:
Major Changes
- TutorializationAdded a new system for learning the game - tutorial tooltips! These will pop up if you opt-in to them starting from your first run, and explain stuff as you interact with the UI.
Gameplay: Liked item type preferences no longer multiplicatively scale your profit. Scaling of bonus cash is now additive instead of multiplicative. This should incentivize more small sales over single huge sales to one customer for huge profits exactly once via preference stacking. (This is still a very good strategy, but should be less likely to win the whole run for you if you really go crazy)
Gameplay: Crafted items are now only temporary if both ingredients are temporary - this makes crafting with a mix of temporary and "real" items less punishing
Gameplay: Using non-item cards to craft Trash no longer exhausts the non-item cards used
Gameplay: Trash (or other items) crafted with non-item ingredients is now Temporary (this is usually a fallback anyway, so it should clog up your deck less often)
Gameplay: You must now choose a side-quest after opening the side-quest menu to see the choices of quests. This should somewhat prevent "do not do x action" quest cheese without removing it as a gameplay option. Now, if you want to cheese these kind of quests, you need to delay choosing a quest until towards the end of the day. Maybe a weird sideways bit of gameplay, but I think its actually kinda fun.
- GameplayReworked the cost curve for lineup size permits to be quite cheap until 3, then scale up a good deal faster to incentivize the first purchase, but make further purchases more of a stretch. Also, made the difficult version of the curve more forgiving.
- GameplayAdded a number of instances of random effects to seeded RNG, to remove the incentive to save-scum to re-randomize stuff. Now, you can save-scum with knowledge of the future!
Gameplay: Weekly rent now scales more slowly - the game should now be a bit more forgiving. You can always crank up the difficulty if you'd like a bit more of a challenge!
Balance & Quality of Life Changes
- BalanceAdded some more items to the shopkeeper's starting daily inventory
- BalanceAdded some more potions to the Potion Dealer's starting Daily Inventory
Balance: Nerfed Luxury Cashbox (Provides 3 Markup per Uncommon Decoration - was 5)
Balance: Shifted Convincing Sale to Uncommon (was Rare)
Balance: Shifted Limited-Time Offer to Rare (was Uncommon)
Balance: Made winning the Polished Heavy armor from the Armor Auction event a bit less likely to start
Balance: Nerfed Hungry Peasant a bit. Hungry Peasant will now only experience Hunger if they've got less than 2 levels of Food preference
Balance: Buffed Quartermaster. Quartermaster now has 3 patience (but will only Convince for Weapons on the first Weapon sold to him)
Balance: Redesigned the Stubborn Mason. Now only loses 1 Patience on Rummage, and then Convinces Armor 1
Balance: Alchemist now starts with 3 Patience (was 2)
Balance: Fisherman now starts with 4 Patience (was 5)
Balance: Rag Picker now starts with 4 Patience (was 5)
Balance: Old Man now only loses 1 Patience when you play a non-item card. (was 2)
Balance: Minor Adjustments to the Mason's potential cards for sale (-Bread +Adventuring Kit)
Balance: Nerfed Heavy Armor Value. Now worth $125 (Was $200)
Balance: The cost of the Restockable upgrade from the Supplier Arrives event now scales with how far along into a run you are, so that it costs more in later weeks
Balance: Nerfed Town Crier a bit, now Convinces 1 per 6 Word of Mouth you have. (Was nominally 4, and bugged to be 3, haha)
- BalanceReworked the Paper Lantern. Now gives 2 Temporary Markup instead of 1 Markup on activation
QoL: Smile and Nod is no longer playable when a customer's next action is to leave the shop (this just had no effect, so this should prevent some feel bads)
QoL: Welcome In is now only playable if your customer has at least as much patience as their starting patience, to prevent being able to play it for no effect (feels bad)
Art, Sound & UI Changes
- ArtAdded event art for the Forgotten Refuse, Supplier Arrives, Pie Eating Contest and Wizard of Lethe events. All placeholder art is gone now!
- ArtAdded an updated logo to the Main Menu and other spots where that logo was used (loading masks, etc)
- ArtAdded some new shop backgrounds that can appear when you specialize the decorations in your shop to match certain item types
- Art/TextUpdated the Worn-In Floor decoration to be a Worn-In Carpet instead
- SFXAdded SFX to all tactic cards when they're played
Animation/SFX: Downsizing cards now fades them away and plays more SFX
Animation/SFX: Customers now fade away when banned from your customer base and play some sfx
Animation: Upgrading a card now animates them a little
Compendium Sorting: Sorting by rarity, type, and locked/unlocked now also sorts each sub-set alphabetically, instead of randomly within their respective categories
- UIImproved display of customer item types they get convinced to like in their text popups announcing that fact
- UIWhen acquiring items/tactics/customers/decorations during a run, the animation of them being added to your deck(s) now pauses and shows you their card before animating them into their respective final location, so that you have a better chance to read what you just got.
UI: Satisfying a customer's preferences now shows a popup text when you do so, to make it clearer what's happening.
UI: Cleaned up some strange fuzzy borders on some card panels
UI: Made the UI popup text for triggering a sales desk decoration a bit more noticable
- UIFixed some odd spacing on tactic/motto labels on some card displays
- UIImproved some positioning of added card popups in the main run scene
UI: Controller users can now focus on the player avatar to see what their current status effects are
UI: Acquired items cards purchased from customers no longer trigger the Acquired! popup, since I found this a bit annoying, game flow-wise
UI: You can now hide the options when choosing side quests so you can see the shop floor a bit more clearly before making a choice.
UI: Tactics/Mottos/Items can now preview their upgraded versions in card tooltip popups (such as in the compendium)
UI: Made it clearer when difficulties are locked in the character select screen
UI: Focus/hovering/using the start run button with a locked character/difficulty selected now pops up their lock reasoning tooltips
UI: Decoration Cards now have small indicators below their titles of which type of shop they lend themself to for purposes of the shop background and shop type
- UIAdded some drop shadow to disabled buttons to make them appear more button-like
UI: Decoration Cards now have small indicators below their titles of which type of shop they lend themself to for purposes of the shop background and shop type
UI: Swapping active decorations now swaps them in-place in your list of inactive decorations, instead of sending them to the back of the list (this also cleans up a number of strange bugs related to swapping decorations)
- UIAdded a display to the Decoration Inventory showing what kind of shop you're running, and how fancy it is (plain, humble, established, impressive, beautiful). This is based on how focused it is, and slightly based on how many decorations you have
UI: The shop background now fades between backgrounds when the type of shop you're running changes
- UIReworked the Customer Pool viewer to have 3 customers per row, so that you can actually read what they do there
UI: Repositioned a few card popups in the supply shoppe and made them a bit bigger for easier reading at smaller resolutions
- UIAdded a display of the total number of liked preferences of your customer base in the customer base viewer
- UIIncreased the size of decoration card display in your decoration inventory, so you need to squint less.
UI: Card popups in the market day room now disappear whenever you stop hovering/selecting the card you're inspecting
UI: Polished some card borders a bit
UI: Minor border touchups to the For Sale tab on customer cards
- UIImproved card tooltip positioning in the Supply Shoppe
Controller Support Improvements
- Controller InputImproved some focus neighbors in the supply shoppe to be more intuitive
Controller Input: Swapped the inputs for buying items from customers and playing/selling items
- Controller UIUpdated the topbar to allow the line length, word of mouth, and gold displays to be selectable with a controller.
- Controller SupportImproved intuitiveness of the controller cursor's movement in the decoration inventory somewhat
- Controller SupportAdded more ways for the controller cursor to escape back to the main play board in the market day scene
- Controller SupportImproved the intuitiveness of a number of focus paths to get to selecting things in the top bar in a few scenes
Performance, Bugfixes, and Under-the-Hood Stuff
Engine: Upgraded from Godot v4.4 to 4.6 - you should see some nice performance improvements alongside the upgrade!
- PerformanceFurther improved load times when first opening the game, and also some VRAM savings here and there.
Performance: Minor performance improvements to a couple load time spots
Performance: Minor performance tweaks to the Compendium scene
Performance: Capped the number of coin particles that get spawned when making item sales or rent payments to avoid spawning a GPU-crashing amount if you break the game and make a giganto-huge sale.
Text: Prepared all text strings to eventually (hopefully) be localized to non-english languages - if you see some strange all-caps text, let me know!
- TextImproved a number of tactic texts with better reminder icons and text colours for improved textual consistency
Text: Clarified the effect on the Take Consignment tactic a bit.
Text: Clarified the effect of Smile and Nod
- TextAdded a missing space in the text of Recycle
- TextAdded credits for new Steam assets and logo
- BugfixFixed Bread not becoming restockable when upgraded
- BugfixFixed Special Order and Business Tutor removing the upgrade from cards they got from your Inventory
- BugfixFixed an incorrect profile name that could appear in rare cases on the main menu
- BugfixFixed some misplaced text when unlocking everything via that option in profile settings
- BugfixFixed some incorrect text for the tactics rewards tooltip in the Supply Shoppe
- BugfixFixed some strange glitching with the paw cursor image
- BugfixFixed continuing a run from the very first bonus event in a run starting the first day with no cards in hand
- BugfixFixed restarting a run deleting your starting deck
- BugfixFixed starting run bonus downsizing option removing 2 copies of the specified card instead of 1
Bugfix: Getting two cards at once (such as via a sidequest fulfilled by purchasing an item from a customer) will show both of them to you at once now, instead of only one of them.
- BugfixFixed debug texture appearing near some decorations
- BugfixFixed item crafting not removing the ingredients from your daily inventory
- BugfixProperly fixed the free card removal bonus starting event choice to not trigger the Downsize card removal logic
- BugfixFixed Upgraded Elevator Pitch tactics not haggling for the proper amount
- BugfixFixed Upgraded Enchanter's Intuition not granting the proper bonus value per armor in hand
- BugfixFixed decorations that trigger on your turn's end not triggering when customers would leave the shop
- BugfixFixed controller users being unable to confirm they acquired new cards in some cases
- BugfixFixed some option button misalignment when accessing profile options during a run
- BugfixFixed some animation syncing issues when changing scenes
- BugfixFixed some loss of button focus issues for controller users when starting runs
- BugfixFixed unlocked tactic and decoration choices in some events appearing as locked
- BugfixFixed save data snapshotting failing to save deck data, allowing for exploits during events via save/quit after getting an event reward, but before exiting the event
- BugfixFixed potential crash/greyscreen if you somehow continued an in-progress run multiple times at once, by preventing you from doing that.
- BugfixFixed the calendar tutorial tooltip not being registered as "seen" when dismissed.
- BugfixFixed some strange UI placement of the Return button in the Customer Base viewer
- BugfixFixed the text on the Return button in the Customer Base viewer going missing sometimes
- BugfixFixed acquired decorations and customers appearing very very small in some cases
- BugfixFixed side-quests getting stuck as completed if the game is closed and reloaded after they're completed.
- BugfixFixed some strange issues with loading market days causing the current customer to leave the shop if a sidequest had been completed
- BugfixFixed sidequest rewards appearing as locked cards if they were cards you had unlocked in some cases
- BugfixFixed Feedback Survey not actually generating an Item for you
- BugfixFixed Market Research being playable if you've somehow run out of cards in both your inventory and discard for the day
- BugfixAdded missing some loc strings
- BugfixFixed unlocked tactics appearing locked in certain card pile views
- BugfixFixed some customer actions being performable when they should not be (if they were chance-based instead of conditional actions)
- BugfixFixed some overly loud SFX
- BugfixFixed restarting a run after loading an in-progress run not setting the correct run difficulty (it would default to easy mode instead of your chosen difficulty)
- BugfixFixed Super Potions gained via the Alchemist's Transmute action not displaying as Temporary as expected
- BugfixFixed Rag Picker customer not actually paying triple for trash like he claimed he would
- BugfixFixed cards in hand being interactable during the sale animation, allowing them to be played or sold during the sale animation of another card, which could cause all sorts of havoc and unxepected behaviour
- BugfixFixed a related bug with controller inputs during a sale animation allowing cards in hand to be selected during an item sale
- BugfixFixed some cases of sale price modifications displaying themselves too quickly for players to read
- BugfixFixed pressing B on your controller in the supply shoppe removing all of your reward choices
- BugfixFixed cases where the Hungry Peasant would forget how to litter
- BugfixFixed some focus neighbor issues for controller users in the supply shoppe
- BugfixFixed tax bills not taxing you as much as they said they would
Bugfix: Additional customer action picking logic tweaks for the hungry peasant
- BugfixFixed Secure Sconce not triggering when reloading an in-progress market day on the first turn
- BugfixFixed some missing colour tags on Supply Line's text
- BugfixFixed Gossip's SFX not playing correctly
- BugfixFixed Recycle having a Food type, which could let you craft food items with it somehow
- BugfixFixed customer status effect tooltips sliding underneath the player's hand sometimes
- BugfixFixed adding types to Trash giving all Trash that type for the rest of your run
- BugfixFixed a number of spots you could trigger scene transitions multiple times at once, which could cause all sorts of havoc
- BugfixFixed a bug where upgrading Arms Dealing had no effect (and maybe a few other potential other tactics as well)
- BugfixFixed some misc weirdness with a couple cards in the Compendium
- BugfixFixed some strange controller behaviour related to analog triggers in the character select page
- BugfixFixed some strange controller behaviour with tutorial tooltip popups in the customer pool viewer
- BugfixFixed the Restock Button being usable during a customer's turn in some cases
- BugfixFixed the card picker UI for some card effects and events not working with a controller
- BugfixFixed the card acquired popup not restoring button focus after confirming you got something new in some cases
- BugfixFixed not being able to get back to the supply shope with a controller if you opened up the decoration inventory in the supply shoppe
Bugfix: Misc controller issues in the decoration inventory related to it becoming read only in some cases
- BugfixFixed the controller's cursor going missing when leaving the decoration inventory in some cases
- BugfixFixed some cases where closing the decoration inventory screen during a market day could start or restart the market day
- BugfixFixed the Polished item status not disappearing when viewing downgraded versions of items
- BugfixFixed controller cursor focus getting hidden under card pile viewers when closing card popups
- BugfixFixed some customers in the Compendium showing some outdated stat values
Bugfix: Decorations gained as quest rewards no longer auto-equip themselves, causing them to be in a strange phantom-state.
- BugfixFixed Business Tutor spawning a second copy of your tutored card even if it wasn't upgraded
- BugfixFixed the Supplier Arrives event having the purchase option not respect the actual cost of the upgrade
- BugfixFixed some strange extra pixels in the art of Warrior's Torch
Bugfix: Refactored some UI code in the decoration inventory screen that could cause multiple invisible decorations to spawn, causing all sorts of untold madness due to invisible furniture
- BugfixFixed a number of UI quirks/annoyances in the decoration inventory (doubled up textures when dragging/dropping, strange pagination logic, etc.)
Bugfix: Cleaned up a memory leak related to the decoration inventory creating unneeded copies of itself (what was I even thinking!)
- BugfixFixed equipped decorations getting stuck equipped if you had no other decorations of the same type
- BugfixFixed drag/dropping shelves being offset from your mouse cursor by a bunch vertically
- BugfixFixed some decorations becoming invisible on failed drag and drop events
- BugfixFixed changing decorations mid-market day and then undoing your changes not also resetting the return button
- BugfixFixed controller input failing after closing the decoration inventory
- BugfixFixed cancel ui actions with controllers always toggling the display of the decoration inventory open/closed
- BugfixFixed View Upgrades button being visible when viewing a customer (customers can't be upgraded, for now...)
- BugfixFixed a number of places you could lose cursor control when using a controller
- BugfixFixed a case where cards could be come un-usable in your hand in a rare case related to speedy item sales
- BugfixFixed a case where the redecorate screen could get stuck unable to be closed, due to some strange UI layering
- BugfixFixed a harmless internal error related to purchasing items from customers
- BugfixFixed some malformed text in the final part of the Business Seminar event
- BugfixFixed some click-and-drag misplaced textures for shelving decorations
- MiscAdded some improved steam achievement icons (they shouldn't appear in the game anywhere, but they're in dev project now)
Source
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