THE UPGRADE SHOP IS OPEN IN THE CITY. A new station to spend gold on PERMANENT account upgrades: pickup magnet, experience gain, card luck, movement speed and gold gain. They apply to all your heroes, on every run. Each one climbs in levels, and selling gives back everything you paid. The shop deliberately does not sell damage or health: that belongs to gear, the tree and the cards, and mixing them would break the tier maths.
THE GAME HAS SOUND EFFECTS NOW. Footsteps that change with the hero you bring, menu clicks, the sheet and the book opening, a piece hitting the ground, the forge striking, the party marker, a message landing in chat and the air of the city — with the campfire, the torches and the portal sounding from where they stand. A new slider came with it, in Esc → Options → Sound, separate from the music one: you can have the game without the score, or just the score, instead of choosing between all and nothing.
MONEY IS NOW GOLD, SILVER AND COPPER. A hundred copper make one silver, a hundred silver make one gold, and your balance now shows that way on every screen: the collection (C key), the shop and the market. Nothing was converted: what you had is worth exactly the same, it is just displayed properly now. In the market, a listing price is typed into three small boxes, one per coin, instead of one long number.
COINS ARE DRAWN NOW. Gold, silver and copper traded their letters for the coin art of the game: in your balance, in shop prices, in the market and in the listing fields. And your purse now shows inside the collection (C key), below the talent tree.
FOUR NEW POWERS FOR THE CARD TABLE, IN THE SHOP.New hand swaps the three cards for three others. Raise the table bumps every card up one rarity at once. Keep a card brings one of them back on the next table, for when two good ones show up and you can only take one. Ban a card removes from your deck, for the rest of the run, the one that never suits you. Each is bought once and grants one use per run.
THE SHOP EXPLAINS WHAT YOU ARE BUYING. Hovering an upgrade shows the current level and the cap, what it gives you today, what the next level gives and what it costs. The four table powers stopped saying +100% and now say what they are: one use per run.
THE ANVIL SOUNDS WHILE YOU FORGE. The hammer strike repeats as the piece heats and speeds up along with the sparks, so the rhythm tells you it is nearly done. Alongside it: sound effects are 50% quieter, and both sound sliders now move in 1% steps.
AMPLITUDE NOW APPLIES TO THE ORBIT, THE AURA AND THE MINES. They were the only things with a radius in the game that no card reached: Impact Wave is the shot's burst and says so in its rule, and Amplitude only went as far as the four abilities. The three weapons that hold ground now grow along with the Dome, Vengeance and the rest. Impact Wave still belongs to the projectile alone, and both rules were rewritten so they stop being confused.
Balance
CARDS NOW HAVE FIVE RARITIES, THE SAME ONES ITEMS HAVE.Uncommon joined the ladder, and the table now matches your collection: common, uncommon, rare, epic and legendary, in the same colours. There used to be four on the table and five on items, and the same name meant different steps. A card's strength grew with it (legendary is now ×8 instead of ×6), and the odds were worked out so a whole run is worth exactly what it was worth before: what changed is that legendary is rarer, and much bigger when it lands.
THE GAME NO LONGER LETS YOU GO LONG WITHOUT A GOOD CARD. After 8 cards in a row with nothing rare or better, the next one is rare for certain; after 20 with nothing epic or better, it comes up epic. None of this touches the percentages: it is a guarantee layered over the roll, so bad luck cannot decide a run on its own. Legendary is deliberately left out — it stays an event. The more Luck you stack, the less the guarantee has to step in.
LUCK PAYS OFF AGAIN PAST THE EIGHTH CARD. There was a floor of common cards Luck could not break through, and from the 8th on each new card barely made a difference — with nothing on screen saying so. The floor was lowered: you can now stack Luck to the 13th and still watch your legendary odds climb.
AN UNCOMMON WEAPON CARD CLIMBS TWO LEVELS AT ONCE. On a weapon card, rarity does not multiply a percentage — it buys LEVELS: common 1, uncommon 2, rare 3, epic 4 and legendary 5. The whole ladder shifted one step up to make room for uncommon.
Fixes
THE UPGRADE SHOP DID NOT SHOW UP IN THE CITY. The building was there, distance was enforced and the key worked, but it had no ring on the ground and no minimap marker: anyone who did not already know where it stood had no way to find out. It shows now, and opens with E like the Forge and the Chest.
THE SHOP OPENED WITH NOTHING FOR SALE. Its catalogue had not been applied on the server, and the screen still blamed the vault for being offline while it was running fine.
THE KING TOPPLED WHEN HE CHARGED. During the charge his art rotated around his feet, so he fell like a post instead of turning his body toward the run.
THE INSPECT PANEL DREW THE CHARACTER OUT OF PROPORTION. The little window showing another player's gear drew the body at a fixed size, while your own collection (C key) derives the size from the slots. The same hero looked bigger on one screen and smaller on the other, next to identical squares. Both now use the same maths, and inspect also stopped showing slot squares the hero does not have (the Oracle has no off-hand).
GEMS VANISHED MIDWAY AND THE GOLDEN ONE WAS BORN FAR OFF. Ten neighbouring gems merge into a golden one, and to do that they fly to a meeting point. The time they had to get there was far too short ever since the game slowed down: they covered less than a sixth of the way, were dropped wherever they stood, and the golden one appeared in the middle of the group, away from where you were looking. In flight they cannot be picked up either, so there was no catching them on the way. The time now comes from the actual distance, and all of them arrive.
RINGS AND NECKLACES SHOWED UP WITH NO ARTWORK IN THE COLLECTION. Both fit any hero, so their art carries no owner in the filename. The screen, though, treated every ownerless slot as if it were a weapon and went looking for YOUR hero's file, which does not exist: finding nothing, it fell back to the two-letter tag. Nothing errored, so it looked like the art had simply not been drawn yet.
INSPECTING ANOTHER PLAYER SHOWED THE WRONG GEAR. Their set was drawn with YOUR class's art: a Mage inspecting a Bulwark saw his mail as cloth, and his weapon as if it were their own. The vault was not saying who each piece serves, and the screen filled the gap with your own hero. The piece now says who it belongs to, and its tier arrives too, so the art is right on every screen.
THE FORGE NO LONGER SWAPS YOUR PIECE'S TYPE. Fusing two mail pieces could hand back a cloth one: the type was rolled from scratch, and two thirds of the time it came out as something neither piece served. Two of a kind now keep the type, and two different types give one of the two, fifty-fifty. Same for weapons, which are bound to the class.