With this update we've been working on an overhaul to how resources tie into rewards and the rewards you get from combat.
Our big goals here are to make the game flow faster so you're spending less time in UIs and more time exploring and battling, while also making it easier to understand how resources affect rarity.
Resources collected in each depth will increase the rarity of the next Exit Event.
eg. If the exit will give you a Mutation, collecting more resources will increase the rarity.
This means you can see exactly how many resources you need for the next rarity tier while exploring a level. Previously it would also collect resources from enemies, but you wouldn't know ahead of time how many resources enemies would have, so couldn't plan for it.
eg. Currently, the Chicken family will always give a common Perk, Ibis will always give an upgrade, Elites will always give an epic Perk.
To speed up the game flow and reduce overwhelm we've decided to randomise the encounters each run.
This means you don't need to spend time comparing details for regular encounters. It was getting to the point where we had so much information on the encounter screen that just wasn't a very interesting choice, and incentivised a boring way to play where people pick the same encounters over and over.
The Mutation page in the Collection is now organised by upgrade level and rarity, and displays what Actions will upgrade from and into.
We've also included filters to hide/show Actions only available in the Shops, which cannot be upgraded.
We've also added a bunch of new Actions, Perks and rebalanced some encounters.
Fixed some instances where exhaust was not removed after combat
Fix Perks not appearing to activate when loading from a mid-game save
Fixed tooltip for the enemy action Snipe
Fixed issue where Inspect icon stays visible when a choice in an event is made
Fixed visuals on locked actions on the upgrade event
Fixed Heavy Set behaviour
Fixed Grater action's behaviour
Fixed Clamp action
Fix Charge description
Brain Ability Swap can no longer swap with captured actions
Fixed Gain a Trait visuals on hover
Fix white squares on perks with unassigned rarity
Fix missing descriptions and icons
End the players turn prematurely when the owl transforms
Fixed virus select screen visual issues
For for Winnie jittering after defeating the Plague Doctor Minions
Show Aimed or Reach visuals on tiles that have no board value
Added Inspect / Tooltip Hotkey to gain / lose event choices
The Add trait will update the Action Icon's numerical value when it is not on the combat board
The player's death effect overlay will only start when projecting your final move
Dungeon loot and level updates, new weird levels
Knockback tiles can have repeat on them
Updated the Mutation page of the Collection to accommodate Upgrades
Lock and Instant traits are now incompatible with each other
Added a tooltip for the Upgrade reward icon
Added an icon on the top left of the screen, when the settings are enabled for Toggle/ Hold for tolltips
Hide abandon run during the tutorial
Updated Lock Pick effect
Outburst now Common and inflicts Counter amount to all enemies
End of turn behaviours do not run when all enemies are defeated
Right click Winnie's Hole in your Steam library, select Properties.
Select the BETAS tab and choose the Beta you want to install.