Highlights
- Reworked perks. Perks were the least meaningful choice in a run. The rebuild is meant to make every perk shape how you play and give each run its own identity.
- Counted stacks. Almost all status effects used to be binary: a monster either had one or not. Reworked status effects now come in counted stacks, so the question is no longer whether to commit to a strategy, but instead by how much.
New Content
- Added 11 new perks.
- Added seven new unit augments.
- Added four new monster augments.
- Added three new tile augments.
Units
- Binder: Move Speed 2 → 3. Has a new initial trait called Bindings. Moved its previous initial trait Binding Fire into an augment.
- Marksman: Attack Damage 4 → 5. Removed Reposition and Binding Fire from its augments. Added two new augments.
- Void-Spawner: Removed Binding Fire from its augments. Added a new augment.
- Trapper: Buffed Illuminating Trap into a stronger version called Flare Trap.
Monsters
- Dreadhide: HP 10 → 20. Now appears from Act I on.
- Broodmother: now appears from Act I on.
- Brute: HP 4 → 5. Added a new initial trait called Closed Ranks. Removed Vitality from its augments.
- Unbreaker: Replaced its aura by granting Closed Ranks to its pack instead. Removed Overcharge. Added Steadfast Ranks.
- Vanguard: Shield 0 → 2.
- Bulwark: Shield 2 → 4.
- Relentless is no longer binary, but instead a tax.
- The first rounds of every level now open with more varied monster waves.
- Monster deck offers vary more from the first levels on, so runs take their own identity earlier.
Tiles
- Mound and Perch: Replaced its initial trait with one that makes it a placement puzzle and counted stacks over a binary choice.
- The seven "Tile Access" perks are now one perk "Tile Access", where you choose the tile type yourself.
The seven "Add to your deck" rewards are now one reward "Shifting Ground", where you choose both the tile type to add and the one it replaces.Removed High Mound, Precarious Perch, Flourishing Wellspring and Extended Engagement. New augments take their slots.UX & QoL
- On your first-ever run, the first perk offer now comes right after the first level instead of on entering Act II, so new players learn about perks sooner.
- Consumed status effects stay visible on the health bar and in the tooltip instead of disappearing. Their icons now show them as consumed.
- Counted stacks now show their numbers on the healthbar and in the tooltip.
- Targeting rules, Base and Monster Spawn are now highlighted terms in tooltip.
Bug Fixes
- Fixed pressing a hand tile right after clicking a cell placing a second tile there.
- Fixed a quest checklist item freezing at the wrong size when its goal tile was placed while the checklist was still revealing. Also fixed a checkmark appearing over a still-hidden item, and a gap left in the checklist after unplacing a tile that was already there.
- Fixed base tile rewards losing their effect after continuing a saved level.
- Fixed a unit moved by March Order coming back without its tile-bonus cap after continuing a saved level.
Note: Runs in progress carry over, but perks and cards removed in this build disappear from them, and a level saved mid-way in the previous build restarts from its first round.