
This patch is a difficulty and economy pass. The mid and late game were giving up too
easily: coin piled up faster than threats did, and enemies you had already seen stopped
mattering. Everything below pushes in the same direction — the back half of a run should
cost you something.
[h2]Enemies[/h2]
· Tier 1 / Tier 2 / Warlord / final boss: +20% Health, +50% Damage
· Early enemies untouched — the difficulty curve now actually curves
[h2]Familiarity — Enemies Learn From You[/h2]
· Scales with how far you've outgrown an enemy: a Tier 0 thug caps ~+50% at Hero Level 1,
but +150% at Hero Level 3 — and climbs three times faster
· Tier 1 / Tier 2 ramp slower
· Payouts cap at +50% — farming a known enemy is no longer a money printer
· Boss exempt
[h2]Arena[/h2] · +50% Health and Damage on every combatant
[h2]Economy[/h2]
· Bank Interest I & II halved (~95% → ~47% daily at max)
· Rare / Epic / Legendary chests ~-10%; Common & Uncommon unchanged
[h2]Skill Tree[/h2]
· Hero Level 2+ upgrades cost ~20% more; early nodes unchanged
· City Morale I & II: first two ranks +10%, every rank after +60%
[h2]Hero Power[/h2]
· Lifesteal I → 1/2/2/3/3 (max 15% → 9%)
· Restoration / Heal All / Heal Random cooldowns +20%
· Rogue — Kinetic Restoration: dodge heal 3% → 2% max Health