
TL;DR - We have added 21 new relics, as well as 10 new action cards. We are also adjusting the cadence of certain type sof rewards, and now that there's more Legendary shiny toys to play with, they'll appear a little more often and will be able to be bought from the shop. Also, the Geneticist is a bit less annoying. Enjoy!
Common
Ghost Touch (area): When a card is exhausted: Improve 3.
Sticky Grime (area): When watering: Generate 0.05 Nectar.
Rare
Memory: When turn starts: Creates "Loves Me" into your hand.
Temporary Promise(area): When encounter starts: Apply 30 Strong.
Legendary
Cernunno's Horn: When improving: Generate 0.1 Nectar.
Freyja's Locket: When watering: Apply 2 Strong.
Pan's Flute: When improving: Apply 2 Strong.
Rare
Round Leaf(area): When harvesting: Apply 1 Mulch.
Spiky Leaf(area): When turn starts: Apply 3 Poison.
River Pebble: When watering 20 times: Gain 1 mana.
Luscious Fruit: When watering: Generate 0.05 Nectar.
Small Droppings: When planting: Obtain 3 Blessing.
Blue Petal: When destroying: Add 1 water to a random adjacent plant.
Sprouting Twig (area): When turn starts: Improve 5
Strong Roots: When harvesting: Generate 0.2 Nectar
Blossoming Branch: When status effect is applied 25 times: Add 1 water to all plants.
Basket: When harvesting: Obtain 1 Blessing.
Parasol: When status effect is applied 15 times: Multiply Nectar by 1.5
Opal(area): When watering: Apply 1 Fog.
Pyrite: When repositioning: Improve 3% (min 1).
Legendary:
Tishtrya's Hand: When encounter starts: Obtain 5 Flow.
Common
Water Tone - Cost 1 - Spirit
Add 1 water.
If the plant is harvested as a result of this card, apply 10 Strong.
Sunshine - Cost 0+ - Weather
Spends all mana.
Apply 5 Strong.
Apply an additional 5 Strong per mana spent.
Rare
Second Pass - Cost 1 - Gardening
Add 1 water 2 times.
Mend - Cost 1 - Magic
Cleanse all status effects on a plant.
Apply 1 Strong for each stack of status effect cleansed.
Legendary
Noctiluminiscence - Cost 0+ - Weather
Spends all mana.
Apply 1 Glow.
Apply an additional 1 Glow per mana spent.
Punishmint - Cost 1 - Gardening
Cut every Mint in your garden.
Fortify - Cost 1 - Gardening
Improve every Herb by 5% (min. 1).
Snack Time - Cost 1 - Gardening
Add 1 water to every Parasite.
Tropical Rain - Cost 1 - Weather
Add 1 water to every Tree 2 times.
Downpour - Cost 1 - Weather
Add 1 water to every plant.
Exhaust.
Strong
Passive - Increases Essence by 1% (min. 1) for each stack of Strong.
When harvested: Lose 1 Strong.
Glow
When turn starts: Gain 1 mana.
When turn starts: Lose 1 Glow.
Infection
When turn ends: Generate 2% (min. 1) Corruption.
When harvested: Lose 1 Infection.
Nervous
When a card is used: Discard 1 random card from hand.
When a card is used: Lose 1 Nervous.
Flip Flap
When turn starts: Applies 1 Infection to 4 random plants.
When turn starts: Apply 1 Nervous to player.
Adjusted some effects so they play in order from left to right, from top to bottom, when the effect should be predictable. Not all of them are changed yet. Will be reviewing and making sure it stays consistent throughout the game.
The Geneticist had her pesky plant transform skill swapped for one that applies Infection. As much as I love the concept of the transformed plants, it affected how you could excel on following stages. Considered making her simply summon the plants, but it then messed up with certain builds way way more than others.
Have also done some changes here and there, as described below.
Let us know your feedback!
We increased Corruption per stage for Act 2 and 3.
Removing plants/cards from your deck is now cheaper.
Legendary rarity can appear in the shop now.
Action card reward types appear more often, relic reward types appear less often.
Legendary rewards appear slightly more often.
[Buff] Chickweed: When improved: Generates 0.3 Nectar instead of 0.1.
[Buff] Water Lily: New additional effect: When repositioned: Add 1 water to a random adjacent plant.
[Buff] Dodder: Can now be watered normally. Now drains 100% of Essence off plants that have more than 5 Essence.
[Buff] Lily of the Valley: Now applies 1 Blessing when watered rather than when harvested.
[Buff] Sunflower: New additional effect: When watered - Apply 1 Mulch to adjacent plants.
[Buff] Flow: Improves 5%(min.3) instead of 1%(min.1) per stack.
Famine: No longer applies Wildfire. Instead applies 1 Infection to a random plant.
Skittery Gnome: No longer moves plants around. Applies 1 Nervous on turn start.
The Geneticist: No longer transforms your plants. Instead applies 1 Infection to 4 random plants.