100% Orange Juice · published · build 22602350

In addition to the below,
The big one's finally here! A beta version of the in-game level editor is now available to play around with for a month! Give it a shot, and let us hear your feedback as we work toward completion of the editor!
To try out the editor, go to 100% Orange Juice "Properties" -> "Game Versions & Betas" -> select "Public Level Editor Beta". Note that it cannot be used to play online with live version players. The beta uses separate saves, so there is no need to worry about switching between the game builds.
The editor can be found in the game's main menu with a "brush" icon. You can press ENTER to immediately test the current field.
Only your imagination is the limit!
Fixes:
Balance:
Dev note: QP has been in a precarious spot ever since the launch of the game with the weakest stat allocation out of the 4 starter characters, and we've been hesitant to touch iconic characters' stats. With this change we're keeping the original vision, with the acknowledgement that QP's power lies in her strong Hyper Mode that should now be overall the strongest out of the starter characters.
Dev note: her passive could make Krilalaris snowball heavily in Bounty Hunt, but at the same time it relies on the accessibility of cheap buff items as her base stats aren't that high. This change will make it harder to exploit her passive to an unfair advantage, as shop items will be significantly more expensive for her.
New effect:
Give 3 Wins when KO'd in battle. Cannot challenge to battle. Can set a Battle card without special use requirements as a Trap card without paying its cost. When an enemy steps on it, they will battle you and you gain the card's effect. You cannot play another battle card in that battle.
*Dev note: We recognized that taking advantage of Malt's passive was often a strong hazard to him, as giving a strong attack card to a player challenging him could result in a defeat that wouldn't otherwise happen, and it kept him from using strong battle cards like Accel Hyper with the passive. With this change, it should be advantageous to use Malt's passive, and both improve his performance and create more interesting plays.*
New effect:
Take 3 trap cards from the deck. If you gained 0 trap cards, gain a copy of Tragedy in the Dead of Night. Then you may select any number of held trap cards. The first one will be set on your current panel, if able, and all the others on random panels.
Dev note: We've heard the feedback from the previous iterations of Yuki (Dangerous) buff, and have combined all of the past ways to utilize her hyper strategically into one, giving players unparalleled freedom in how to play her.
Dev note: While not expected to be majorly impactful, this change is aimed mainly to make Mira more fun to play, with some additional tactical options for ambushing players.
Dev note: This change is aimed to make Arnelle's play more fluid and her hyper live up to its name more, as it gives her an additional avenue for gaining an advantage in the game.
Dev note: Islay has long been considered a bit too strong, but we also don't want to nerf characters in an unfun way if we can avoid it. In this case, we decided that moving 1 ATK from her base stats to her hyper would not change the active part of how she is played, as she cannot challenge enemies without Rival anyway, but makes her a bit weaker to wild units and less intimidating for other players to challenge. Also as there are now more Flying Red Barrel characters with the +1/+1/+1 stat spread, it was no longer considered something exclusive to Sherry and Islay's "rivalry" like we had originally felt, making it possible to take this step.