In-game event

v0.39 - Final boss and iconic cards

Grail · published

Hello everyone!

This will likely be the last (big) update before the official release of the game September 1st! I'm trying to get as many things in the game before the release, but there is little time left aahhh!! Luckily I have a lot of time after the release to keep working on more content :)

Some new things:

Final boss / Day 10

You can now continue playing after you win a run up until day 10 where the final boss will await you!

There is a good and bad ending.

Iconic cards

A new type of rarity for cards: iconic. Iconic cards cannot be regularly found in the shops and cannot be upgraded.

Full changelog v0.39.0

New

- You can now continue playing until day 10 if you are rank Squire or higher

- Final boss on day 10 + good & bad ending

- New card rarity: Iconic

- New Zappy card 'Plier'

- New Zappy hidden event

- New Ratagnan card 'Marron glacé'

- New shield trait 'Scutate'

- New day 4 enemy 'Patrol recruit'

- New enemy card 'Patrol helmet'

- New enemy trait 'Unstable'

- New Ratagnan iconic card "Rapier of the Rat"

- New Mabel iconic card "Carrot roast dinner"

- New Zappy iconic card "Johanna's prosthetic"

- New secret events for all characters

- New music

QoL

- Added new filters to the cardopedia for rarity, lore and alt. art

- Ctrl+backspace in the cardopedia search filter now clears the entire string

- Long names are now made smaller on the banner beneath player portraits

- 'Mini garden box' now shows the card spawned at the beginning of battle

Fixes

- Fixed 'Wide' trait exponentially scaling some enchanted cards

- Fixed 'Ambitious' trait upgrade not increasing the energy gained

- Fixed a rare crash when entering battle

- Fixed cards that get enchanted in battle not working as expected

- Fixed 'poison the food' secret event not taking in account homing and ghost stickers

- Fixed medicinal enchanted 'Carota Magna' not applying regen

- Fixed 'Banquet table' not working as expected

- Fixed 'Eager' trait playing damage-aligned cards like 'Whetstone'

- Fixed 'Guillotine' not showing added damage

General changes/balancing

- Slightly nerfed 'Forager'

- The upgrade a random trait sub-event at the waterfall location event now upgrades unupgraded traits only

- Blacksmith sticker removal sub-event now costs 8 coins again (was 12)

- Woods stone circle search sub-event now costs 3 searches total (was 4)

- Woods forage sub-event now gives 2 nature cards (was 1)

- Woods berries sub-event now gives 4 regen (was 3)

- The sidequest sub-event where you lose health and gain coins is now +8 coins, -4% max health (was +10 coins, -20 flat max health)

- Farmlands max health gain sub-event is now +35 max health (was +30)

- Blacksmith improve sub-event is replaced with a sub event that gives some crit% to all cards

- Innate dawn event can't give common traits anymore that aren't in the current hero pool (unless it's an enemy/monster trait)

- 'Immune' trait is removed from the trait pools

- Standard light enchantment now reduces more energy cost if the card's base cost is higher (-1 cost up until 5 cost, -2 cost for 6,7,8 cost, -3 cost for 9,10,11 cost, etc.)

- Improved the effects of most secret events

General cards/traits balancing

- 'Loyal' trait now loses 10 damage/shield per card added/removed (was 5)

- 'Stone-boned' trait now starts at level 3 and shield amount is 50%/100% (was 40/60/80/100%)

- 'Wide' trait now triggers once at battle start to fix a recursive bug

- 'Saboteur' now rips a card of lowest rarity and energy cost

- 'Firestarter' trait burn is now 2/3/4/5 per burn card (was 4/6/8/10)

- 'Arsenalist' trait damage is now 3/4/5/6 per weapon/tool (was 4/6/8/10)

- 'Deep sleeper' trait now blocks 40/60/80/100% damage (was 20/30/40/50%)

- 'Aggressive' trait damage is now 14/21/28/35 (was 16/24/32/40)

- 'Wary' trait now blocks with x2/x3/x4/x5 value (was x1/x2/x3/x4)

- 'Scintilating' trait shock increase is now +75/100/125/150% (was +50/75/100/125%)

- 'Thick-blooded' trait shield increase is now +75/100/125/150% (was +50/75/100/125%)

- 'Prickly' trait damage is now 25/30/35/40% of shield (was 20/25/30/35%)

- 'Vibrant' trait regen is now 100/150/200/250% of deck size (was 50/100/150/200%)

Ratagnan cards/traits balancing

- 'Toothpick' bleed is now 3/4/5/6 (was 2/3/4/5)

- 'Bayonet' now deals +50% damage when effect is triggered instead of doubling the damage

- 'Bayonet' base damage is now 10/20/30/40 (was 8/12/16/20)

- 'Old city canal' base poison and poison increase are now 50/75/100/125 (was 40/60/80/100)

- 'Encore' base damage is now 40/60/80/100 (was 30/45/60/75)

- 'Brie' heal is now 20/30/40/50 (was 10/15/20/25)

- 'Feint' now costs 1 energy (was 2)

- 'Fencer's hall' now costs 3 energy (was 4)

- 'Black powder' now costs 3 energy (was 4)

- 'Whetstone' damage increase is now 30/45/60/75 (was 24/36/48/60)

Mabel cards/traits balancing

- 'Carrot farmer' trait damage/shield add is now 2/3/4/5 (was 4/6/8/10)

- 'Banquet table' shield is now 20/30/40/50 (was 30/45/60/75)

- 'Family portrait' shield is now 30/45/60/75 (was 40/60/80/100)

- 'Potluck' heal and shield are now 16/24/32/40 (was 20/30/40/50)

- 'Brick oven' base burn is now 4 (was 5)

- 'Mop' poison and poison increase are now 28/42/56/70 (was 32/48/64/80)

- 'Employee' now play another card for -1/-2/-3/-4 cost (was -2/-3/-4/-5)

- 'Piggy bank' is now 2 cost (was 3)

- 'Mold' base poison is now 10 (was 8) and poison increase is now 10/15/20/25 (was 8/12/16/20)

- 'Hired hand' damage is now 55/70/85/100 (was 60/80/100/120)

Zappy cards/traits balancing

- 'Circuit board' shock is now 8/12/16/20 (was 6/9/12/15)

- 'Toolbox' shield is now 30/45/60/75 (was 24/36/48/60)

- 'Alligator clamps' energy cost is back to 5 (was 4)

- 'Big driller' base damage is now 20 (was 10)

- 'Ion cannon' base shock is now 10/13/16/19 (was 8/10/12/14)

- 'Chainsaw' base damage is now 10/15/20/25 and bleed (3/4/5/6) (was damage 8/12/16/20 and bleed 2/3/4/5)

- 'Hex nut' damage and shield is now 4/6/8/10 (was 6/9/12/15)

- 'Voltaic pile' now gives 1 energy (was 2) and light enchantment doubles energy instead of lowering cost

- 'Plasma ball' base shock is now 8/12/16/20 (was 6/9/12/15) and shock gain is x2/x3/x4/x5 your energy (was x1/x2/x3/x4)

- Changed how 'Biofuel' works

- 'Multitool' now has 1 multiplay for every 2 other unique tools (was for every 1)

- 'Nut launcher' damage is now 40/50/60/70 (was 30/40/50/60)

- 'Extra arms' is now 2 energy cost (was 3)

- 'Flamethrower' burn is now 8/12/16/20 (was 10/15/20/25)

- 'Jewel light' base burn is now 2/3/4/5 (was 3/4/5/6)

- 'Power line' base shock is now 3 (was 5)

- 'Galvanizing bath' now energizes 2 (was 1 which was actually a bug)

- 'Hydraulic press' now rips a card at the start of each day instead of at start of battle and its values have increased

Misc

- Increased trophies gained from additional rewards (daily, rank and winstreak)

- All cards should now have their lore texts

- Sunbreaker and the Grail cards are now iconic instead of super rare

- Cards now have an icon at the top signifying their card pool

- Types in card texts are now bold

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