Procession Engine · published
0.9.74
Danse Macabre: the nearest enemy now explodes for 6 damage per Plague Mark on the first target and 3 per Mark as splash (lowered damage). Marks no longer pass on (marks passing was causing far too much destruction).
Deep Infection: each copy played makes Plague Marks last 10 seconds longer instead of infinite (again, it was too strong)
Auto Sprout now plants on your sprouts across the whole field. Watching them pile up at mid field was frustrating, now it can be used for attacking.
Supply income increased in act 2/3
0.9.75
Hearth Stockpile: +30 starting Supply per fight, up from +15. The main thing I wanted to help with here was making sure there were enough outlets to be strong enough to start a fight. Between etching, extra supply, and burning some surges, there are more ways to survive the early moments of the battle now that you can build into.
Pallbearer’s Censer fires every 12 seconds, up from 5 so that it can't just one shot a boss.
Open Bidding is now a discount only. It was made cheaper and ramps faster: 80 gold at 3% per tick and up to 30% off
The Provisioner sells three levels for 125, 150 and 150 gold giving +2, +2 and +3 starting Supply per tick. Again, helping early battle situations since those can be the scariest.
Your Stronghold gains +200 max HP per act. Use it to soak damage and save your smaller buildings
Lattice prices: Long-Haul Wagon 80 gold at 3% per tick/ Danger Pay 70 gold paying 15 gold/ Pathfinder’s Pact 80 gold/ Belt Gearing’s top levels 160 and 190 (decreased pricing so that it's not absolutely necessary to get things immediately in act 1)
Carrion Walkers now hunt buildings. Carrion Walkers and Driller Pups deal 2.5x damage to buildings, your Stronghold included. Previously walkers would target stronghold but get stuck on your buildings.
Overhauls: Tithe Altar tithes every 5 seconds. Soulwell tolls for +25%. Both no longer give just +40% HP to the building which was boring.
Sealed Grace: your Stronghold’s shots splash for 50% within 1.5 tiles. This is significantly more useful than the little bit of max hp you got from a double event quest.
Surgeon’s Tent gives +6 max HP per tick to every building except your Stronghold. Giving the hp to stronghold just wasn't that useful.
New: fights with a battlefield condition open with a plate that shows the condition to make it more clear
0.9.76
New Mossback blueprint, Heartmoss, replaces Mobile Mossback. Each Mossback it spawns gains max hp equal to 10% of the building’s max hp and damage equal to 0.5% of it. Runs that had Mobile Mossback now have Heartmoss. This is a lot more aligned with mossback which gives building max hp on other blueprints it has. The previous one moved the mossback building forward without you wanting it and although you'd get reinforcements faster and it'd be more likely to get passed the max hp, it jsut put your building in danger more often than not.
The condition plate now closes early only when you click on the plate itself.