Hello there,
I'd like to note a couple of things I added to the game since the last time we spoke, but first a quick question...
Should perks be character-locked?
Basically, the idea is for every hog to have their own perk and disable an option to change it before the run. This way characters would have more identity which would nudge players to adjust their playstyle according to the chosen pig. Originally game didn't have Patchy (custom character), so I didn't feel like locking-in perks, but now there are quite a few complains about hogs lacking uniqueness.
My proposed changes would be:
- Characters have their starter perk which can't be changed
- Starter perks no longer need to be unlocked
- (Idea) Secondary perk could be added during the run for some wild combinations
What do you think?
Major Things
- Promoted Loops to the main game mode
- New enemy: Buffs Bunny
- New card: Job Fridge
- Ability to choose the side quest at the Fridge
- Updated Town layout
- Redesigned Combo perk (deals bonus damage before the attack rather than after)

Other Things
- Improved side quest variety (more soon) and adjusted rewards
- Improved "screen is full of items/enemies" protection
- Perk ribbons now correctly show their charge and show useful info on hover
- Added slight delay when traveling between grids for it to be less abrupt
- Added player protection from Hamsin assassination (still not fully fixed)
- Fixed a bug where inactive effects would still have their particles displayed
- Fixed a bug where card decay effect would stop when reloading the game
- Fixed a bug where hog would be passed as the last attacker and look weird in game screen
- Fixed a bug which made unrelated enemies to spawn at the UFO crash site
- Fixed a bug which would break the game when traveling between grids with mind-control
Also started working on a new game mode, so stay tuned!
Cheers!
SnoutUp
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https://twitter.com/snoutup
https://discord.gg/EpdZqS6
