Hello everyone!
Some more balancing for the Mechanic, and bug fixes. I have to say that I find the game to be in a very good shape.
At this point most of the stuff I'm fixing are some very specific interactions between unusual effects..and in general, the amount of softlocks in the game have drastically decreased.
I want to say a huge thank you to Blank Skies in my Discord server, the amount of testing, feedback and detailed bug reports I'm getting is a great help, especially right now that I don't really have the time to deeply test the game.
And in general another huge thank you to all of you who keep on playing, supporting, and enjoying my game. I appreciate every single one of you.
Also, thank you all for the wishes for my newborn. It's an interesting moment in my life, and I'm trying to balance and enjoy all that life is giving me.
(General) Another rework on how rarity for cards rewards work. Both fights and chests will now favor more common cards at the beginning of a run, with a gradual increase in rarity with each level.
(Event) Hurt Creature will now give a Platinum Melon when giving a common HP related card. I found that the combination of the event being almost always in the first level, the fact that knowing its outcome means you'd save the initial healing item, and how strong Angel Form is, made it for a no brainer choice (and in most cases you'd have no reason to go for the "rare" option). Additionally, it won't accept Tonic and Barista as a good cards to give anymore (now all cards are strictly HP related).
(Card) As a result of the previous point, Angel Form will now be more rare. Special cards are set to be "one copy only" when getting them as a reward. Because the card was almost always obtained as a reward from the creature in the first level, it was basically never in the pool for the other instances where you can obtain a Special card.
(Cards) Changed the amount of tracking given by some cards.
(Card) Load Missile will now only make 1 Missile instead of 2.
(Card) Guided Missile attack increased to 10.
(Card) Load Rocket will now only make 1-2 Rockets instead of 2-3.
(Card) Eagle Eye changed so that when used on an enemy, it will lose all its tracking next turn.
(Card) 1000 Eyes cost decreased to 4-2, and tracking to 7.
(Card) Seek Weakness combo value changed to 3. In addition, it is now an AoE card, removing all Tracking from all enemies and converting the total into Strength.
(Card) Precise Airstream and Guided Punch combo value changed to 2.
(Blessing) Risk of Chaos changed to give you the same amount of blessings, +1.
(Blessing) Great Sight Lensing reduced to 1 from 2.
(Blessing) Hard Bones now reduces damage by 25% from 10%. Description also changed to point out the damage reduced is to HP (so, it doesn't work on Hull).
(Enemy) Captive status value when Pond's Monarch eats one of your cards increased to 300.
(Status) Changed description for Life Drain, to state that it works only with attack cards as the player.
(UI) The "shiny" effect on recently unlocked cards will now be below the cards' text, making them easier to read.
(UI) Both Dirty Bomb and Nuclear Waste will now be shown as locked in the archive until you unlock Dirty Tactics.
Fixed a bug that would heavily reduce all blessings pools, when loading a game in a run that started with any Lands version that is not the base one.
Fixed Afterimage blessing triggering enemies' countdown.
Fixed most "Tracked" attack cards still removing tracked status from the enemy.
Solved some some rare cases where you could find yourself with holes in your hand or deck, and/or cards randomly disappearing from your hand into your deck/discard pile.
Fixed some events still showing their tooltip after having completed them.
Fixed Great Mimic not being able to drop recently added pets items, as well as having the possibility to drop pets that overlap in the same slot.
Fixed cards with First Draw keeping their zero cost after the first turn.
Fixed Core Fragments not being killed when going to phase 2, when having block (given by one of the challenges).
Fixed Incinerator causing a softlock when killing the 1st phase of a multi phase enemy.
When enemies received a status while dying, the status would stick to the enemy. This resulted in the enemy keeping the status when spawning later in the run, or the status being removed from the game if you went to the next level, or re loaded a run (this could create various additional issues). Fixed.
Fixed Reactive Poison status working even when an attack would miss the enemy because of Evasion.
The attack that would make you discard, with Darkness Elemental and Ebonactite, could make the player discard a card even when missing because of Evasion. Fixed.
Fixed a bad interaction between Lethargy blessing and Haste status.
Bookmark card's values were swapped in the card's text, fixed.
If you have any feedback or want to discuss about the game, join my Discord server.