Posted November 26, 2024 by Xandor
Had a relatively productive-ish day today in terms of new content for the game, after taking a sick day yesterday.
All combinations of 2 and 1 item types should now have a customer type that likes them, so no strategy or card type is implicitly endorsed by the game design for the player to go after. Previously, when there were only a few types of customers (who all liked food), food was a bit strong for how cheap it was to purchase. In addition, I've nerfed the price on food packs to bring them in line with other comparable reward packs. I think I'll need to play with the rarities a bit more there, but it's a first step.
Also, in terms of fun UI stuff, there's a fun bouncy animated display of how much you just sold a card for in this update, so that's fun (I hope!).
Also also, I'm playing with adding some combination cards that have 3 aspects, so you should be slightly less blown out by combining already combined cards - expect a few more of these soon (and let me know if some combinations don't work - its possible I missed some permutation!) Here's the full changelog for the day:
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Bugfix: Fixed customer pools overwriting each other, causing less randomization of customers within weeks than expected