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Patch notes · published by the developer

Prowl v0.20.0 - patch notes

On Steam

NEW

- Secret paths
Stages can now have secret paths

- Weather
Locked initially; more down below

Forecasts: Runs can roll a forecast: sunny, rainy, chilly, windy, stormy, blustery, snowy, sandy or parched. Each place reacts to it in its own way
Storms: Lightning strikes the board
Warm weather: Thaws frozen places
Wind: In windy weather a gust blows everything one tile to the left every 3 cycles
Sidebar: The current weather is shown in the sidebar

- Elements from weather

Rain: Makes animals wet.
Cold: Chills animals when they spawn.
Heat: Dries wet animals.
Wind: Spreads fire each cycle.
Lightning: Strikes animals or the environment.

- Elements

Elements: Fire, water, ice, electric, earth and air. Some animals are an element (frogs are water, dragons are fire) and some items make you one
Statuses: Burning, wet, chilled, shocked, muddy and gusted. 3 chilled freezes
Reactions: An element hitting a status reacts:
Water puts out burning
Ice freezes wet things
Electric conducts through wet neighbours
Earth turns wet into mud
Air dries wet and fans burning
Weaknesses and resistances: Every element is weak to some others, and you resist your own element more the stronger you are in it
Element power: Elemental items and stats get stronger the more of that element you have
Shocked: Attacking or getting hit discharges it for 2 electric damage per stack
Forced moves: Pushes, pulls and other forced moves can be elemental too

- Fire, Puddles & Projectiles

Fire spread: Fire tiles spread to flammable things like plants
Death fire: Units that die while burning leave fire behind
Puddles: Landing in one makes you wet. Rain leaves puddles, and puddles freeze, melt and dry up
Elemental projectiles: Burning arrows set targets burning, projectiles flying over fire catch fire, and a landing projectile sets off traps
Portals: Projectiles flying into a portal come out of another one
Trampolines: Throw projectiles landing on them again
Explosions: Bombs, grenades and Jack in the Box now share one blast. Fire and other blasts set them off, so explosions can chain
Wind spreads fire: Blowing air on a fire starts a new one a tile further away

- Content & Progression

+ 50 new items
+ 6 new item upgrades
+ 1 new curse

+ 5 new perks
- Companion: An AI teammate joins your side with its own team
- Hourglass: Skipping stores a bonus move for your team
- Diploma: Your team gains 25% more experience and leveling up heals to full
- Globe: Your move patterns wrap around the left and right edges of the board
- Snowflake: Your team deals 1 extra damage per chilled stack to chilled enemies

Unlocks: Content now starts locked and playing unlocks it. Beating bosses and winning runs earns unlock points, spent at the end of the run on new items, places, bosses, modes and features. Unlocked items lean towards what your run was built around
Playing unlocks: Sky Islands, Mountain and the Baby Dragon boss are now unlocked by playing
Locked modes: Random, Horde, Tiny, Realtime and Frankenstein are now unlocked by playing
Locked features: Weather starts locked. Unlock it by playing.
Profiles: Existing profiles keep every item they've already seen and every mode

Consumable slot: Every animal has a slot just for consumables. Bought consumables go there first, even when your inventory is full

Team move pool: Bonus moves any of your animals can spend after using their own
Team preview: Now shows your perks, curses and neutrals

- UI & Misc

UI scale setting: Shrink the interface from 100% down to 50%
High Readability setting: Plain black background, simple checkered tiles and a team colored plate under every animal
Colored descriptions: Element words and stat names in effect descriptions are colored, and elemental items get a tinted tooltip
Sandbox: Open it from the Compendium to play around freely
Compendium: Unlocked animals, items and places you haven't found yet now show as dark silhouettes
Main menu: New splashes

CHANGE

- Multiplayer

I've given up on multiplayer for now. It's removed from the game

- Events & Map

? nodes show up twice as often. A few of them still hide a match

- Status Effects & Fire

Status effects: Now count down on their owner's turns: N stacks last N of their turns. Damage over time hits at the start of their turn
Fire tiles: No longer deal damage, landing on one sets you burning

- Items

Upgradable: Hardhat, Queen's Crown, Cactus Pot and Umbrella can now be upgraded
Now make you an element: Torch, Red Hot Anvil and Poseidon make you their element
Now elemental: Trident, Kite, Pinwheel, Battery, Extension Cord, Welding Torch, Paper Plane, Brick, Flame Bow, Hot Potato and Ice Cube
Umbrella: Can't get wet
Scarf: Can't be gusted
Firefighter Helmet: Immune to burning
Ice Cube: Your first hit every 3 turns chills the enemy 2 times instead of freezing it. Wet enemies freeze right away
Red Hot Anvil: The self damage is now fire damage
Poseidon: Now extends your move pattern instead of adding to it, and extends your attack pattern 2 tiles up
Fishing Rod: Attacks 3 tiles away in each direction instead of the small ring around you. Its pull now wets the target
Hair Dryer: Blow is air, so it dries wet targets and fans burning ones. It no longer pushes on its own, the gust does the knockback
Speed Bump: Trims the far tip of each straight move line by 1. Enemies stepping on your move pattern get slowed
Active range: Some targeted actives (Lasso, Net, Grenade, Hair Dryer, Shovel, Bucket, Jack in the Box) now have a range. While aiming, the tiles you can pick are outlined and the rest of the board is dimmed

- Settings categories changed up a little bit so that they make more sense

BALANCE

- Broken Sword: Legendary -> Rare

FIX

- Timed status effects, buffs and debuffs now last as many turns as they say. A 2 turn buff used to feel like 1, and 1 turn like none

- Sprites no longer pick up pixels from neighbouring sprites on the sheet

- End of run stats are no longer lost when you quit and continue a run

- Damage stats no longer count overkill damage

- Many more bug fixes

Per-depot manifest changes

Depot changes

All depots
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