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Full notes
Full Raccoons to Riches update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Store
- Compatibility
Raccoons to Riches changes
Hi everyone! I've been busy since last week's update with some nice updates to the Supply Shoppe, as well as a number of pretty nice quality of life changes, clarifications, and tweaks suggested by the community. For a while now, the Supply Shoppe has been a bit of a confusing screen to look at if you're not intimately familiar with all the game's mechanics. I had initially modelled it to look like a medieval version of a newpaper flyer, but while that works well thematically, it was kind of a lot to look at. So, to make the UI a bit cleaner there, I've totally reworked that screen to be a tabbed set of menus. There's now one for each "section"/category of stuff for sale. This should hopefully lessen the general mental load of trying to visually parse like 20+ different choices at once. Check out this little before/after:
Pretty nice, eh? At the very least, you'll need to squint a lot less. This also has some less visually noisy tooltip zones, fun tab animations, and improved controller usability. And that's not all, since there are a bunch of other little tweaks and fixes I snuck into today's update. Some of them came about as a direct result of community feedback, so keep that coming in the community discord! I find it really motivating. Anyway, that's enough blabber from me, here's the full set of patch notes for v0.26.0. Notes with a * are a result of community feedback:
Demo v0.26.0
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Gameplay: If crafting an item would produce the same item as one of the craft's ingredients, the resulting item will be upgraded with an extra $20 of base value. This should prevent some feelbads from "useless" crafts, and open up some interesting gameplay strategies around "going tall" on a single big item.
Gameplay: You now have a 3rd Decoration choice in the supply shoppe, but the initial reroll cost is higher (6 -> 9 Influence)
Gameplay*: Hot Item and Price Hike now Exhaust. (Apologies to any small-deck billionaires - this should improve build diversity in the demo somewhat)
- CompendiumImproved the initial load time of the compendium significantly.
Daily Wrapup*: Renamed Items Sold/Purchased lines to Revenue and Expenses. The wrapup now takes other expenses such as tax bills into account when calculating expenses.
Supply Shoppe*: Totally re-vamped the Supply Shoppe UI to be less of an information overload, and generally look a bit nicer. The shoppe is now a tabbed menu that shows you one "section" at a time.
UI: Re-designed the way item packs look, to be item crates, and have a bit more of an indication they give you 3 items.
UI: The supply shoppe now shows tooltip information in a more consistent, less visually noisy way
UI: The supply shoppe now displays possible contents of item crates when you hover/focus one of them in the Wholesale Items tab.
- UI/ArtAdded new icons for the Buy, Combine, Play, Restock, Rummage, and Sell actions
UI: When hiding sidequest choices, the background dimmer is now clear instead of darkened
UI: Customer tooltips now show when hovering over their textbox instead of anywhere on the customer
- UIRemoved the Redecorate Button from the Day Planner, since it was a bit confusing. You can still always redecorate via the top bar Decoration Inventory screen.
- UI*Added some bounce to the Side Quest area in the top bar if you haven't picked a side-quest yet. (This system might get reworked, but now you'll miss it less often maybe!)
- UIAdded some basic animation to the Today icon/selector/text on the calendar to make the current day a little clearer
UI*: When Items have their base price modified, the price will now be displayed in a different colour, depending on the modification. More negative -> More towards Red along the rainbow, More positive -> More towards Purple along the rainbow.
Text: Clarified some text on the Day Planner.
Controller Support: Using a controller in the supply shoppe should be a lot less generally weird with respect to controller cursor pathing
- BugfixAdded/fixed a few missing/incorrect tooltips to some tactics and decorations
- BugfixFixed some unlock info tooltips appearing blank briefly
Misc: Some minor art placement adjustments for a few cards
Misc: Standardized some item rarities (1 types -> common, 2 types -> uncommon. 3+ -> rare)
See you all in the shop!
Source
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