
This 1.1 follow-up gives crit builds somewhere exciting to go after 100%, lets the opening waves breathe without making enemies hit harder, and cleans up upgrade-card, Moneybags, power-up, and late-run display issues reported after the update. Existing saves carry over.
Critical chance no longer caps at 100%.
Every full 100% now guarantees a critical tier, while the remainder rolls for the next tier. At 130% crit chance, every hit crits and has a 30% chance to become a stronger tier-2 crit.
Overcrit damage scales linearly instead of exponentially: with the normal x2 crit multiplier, tier 2 deals x3, tier 3 deals x4, and so on.
Quick Paws continues appearing past 100%, and crit chance from Lucky Paw and the Cosmic Tree can also push into overcrit territory.
The HUD and Build Details panel now show your overcrit chance, guaranteed tier, next-tier roll, and resulting multiplier.
Enemies in waves 1-9 have more HP, so one lucky match or cascade is less likely to skip the whole fight.
The adjustment smoothly tapers away. Wave 10 and everything after it use the same HP curve as before.
Early-wave enemy damage has not increased.
The opening attack grace window is slightly longer to offset the extra HP and keep the first ten waves forgiving.
Upgrade-card descriptions now begin at one consistent height, even when a long card name has to shrink to fit.
Moneybags cards now state the +200% maximum directly.
Moneybags previews show the damage bonus that will actually apply right now, including when the pick lands exactly on the cap.
Moneybags cards no longer appear while your active damage bonus is at the +200% cap.
A connected match containing a five-in-a-row now always awards the highest-tier power-up, even when that line crosses another match.
L- and T-shaped matches without a five-line still create bombs as usual.
Color Star combinations still clear a color, convert matching cats into power-ups, or wipe the board when two Color Stars meet.
Enemy HP now abbreviates through K, M, B, T, and higher Endless suffixes.
The HP line also scales its font as a final safeguard, so both current and maximum HP stay inside the enemy panel at extreme waves.
Build Details uses the same compact enemy-HP formatting.
thanks for all the post-1.1 reports! now go make a damage number that needs an astronomer. 🐈3️⃣
the cats were told 100% was the limit. they knocked it off the desk.