
Fixes
Persistent Status Effects: Fixed an issue where status effects wouldn't disappear during combat.
Dazing Blow: Squashed the bug caused by the "Dazing Blow" combat card.
Legacy Typos: Fixed spelling errors in the Legacy section.
Victory Volume: Balanced the high-volume sound effect at the end of battles (your ears are safe now!).
Combat Tiles: Fixed an issue preventing interaction with combat tiles.
Gold & Ink Mines: Resolved a bug where Gold and Ink Mines wouldn't function under certain conditions.
Hero Persistence: Fixed a bug where heroes wouldn't reset properly when abandoning a run.
Evasion Cards: Corrected text errors on Evasion-related cards.
Runner Gene: Fixed the description text for the "Runner Gene."
Visual Lag: Fixed a delay where status effects would only appear on enemies after one turn.
The Vanishing Hero: Fixed a critical issue where heroes would sometimes disappear upon returning to town.
Menu Typos: Fixed spelling errors on the Game Mode selection screen.
Merchant Sign: Fixed a bug where characters with the "Merchant Sign" wouldn't stop at every shop.
Psychopath Balance: Fixed the excessive HP issue caused by the "Psychopath" combat card.
Shoplifter: The "Shoplifter" trait is now fully active. (Use it wisely!)
Balance
Quenched Thirst: Reduced the dehydration damage in the fourth region (The Desert).
New Features
Retirement Plan: Not happy with your current hero? You can now Retire them in the town screen and roll a brand-new hero.
Honorable Exit: In dire situations, you can now choose to end your hero’s journey mid-adventure to return to town.
Buildings & Bonuses
I’ve listened to your feedback and overhauled how building bonuses work!
Global Bonuses: You no longer need to pick a single building bonus during hero creation.
Active Perks: All constructed buildings now provide active bonuses based on their level.
Clarity: You can now clearly see all your active building bonuses on the Breeding screen.
Evasion System Overhaul
I’ve made some significant changes to the Evasion mechanics. In previous versions, Evasion points only helped with traps, and Evasion cards granted a flat percentage chance to dodge.
Here is how the new system works:
Evasion Cap: I’ve introduced a Maximum Evasion limit. From now on, a hero's base Evasion chance is capped at 50%.
Card Scaling: Instead of giving a flat bonus, Evasion cards now utilize a percentage of your hero's current Evasion stat.
For example:
If your hero has 20% Evasion:
Using Basic Evasion will grant you half of your stat, resulting in a 20% + 10% chance to dodge.
Using Flawless Evasion will allow you to use 100% of your stat, giving you 20% + 20% dodge chance.
This change makes your base stats more meaningful while keeping the combat challenging and strategic!
New Stat System
The old stat system, which led to some rather... "ridiculous" numbers and made game balancing a nightmare, has officially been retired. From now on, stat points will no longer scale exponentially. Instead, they will use fixed values to provide a more controlled, challenging, and tactical gameplay experience.
The enemy leveling system has also been overhauled to match this new balance. While there might still be some hiccups, this new foundation makes the game much easier for me to fine-tune and improve moving forward.
A quick heads-up: Since this system fundamentally changes the game's math, your old save files might feel "game-breakingly" easy. I didn’t want to force a reset on anyone, so I’m leaving it up to you. But I strongly recommend starting a new game to truly experience the intended challenge of the new system.
Updates will continue at full speed.
Have fun!
Bozz