Redesigned the UI to show information more concisely. Shortened most descriptions.
Improved the targeting, quest spawn and monster spawn algorithms.
Redesigned the Sentinel.
Monsters
Each monster draw at level start now offers one kind of card: new monsters that get added to the monster deck or monster upgrades. Both types are no longer mixed.
Monster Spawns now spread further around the base, so a level's monsters come from a wider range of directions.
Units
Melee units such as Guards and Void-Minions now spread over a pack instead of all attacking the same monster.
A Melee unit now stops chasing a monster it cannot catch and walks back to its tile.
The units of a Marksman or Suppressor group now attack one after another, instead of all at once.
The Assassin's Triple Hit now sends the hits its target no longer needs to the Assassin's next target in reach.
Winter's Grip no longer aims a Root at a monster whose Root has just ended (a Suppressor could keep one monster Rooted with back-to-back hits).
A Suppressor without Damage now Slows walking monsters before monsters that already attack the base.
Trappers now place Traps ahead of monsters on their routes and spread them over more monsters.
Added one new unit upgrade.
Removed the Follow-Through and Unleashed upgrades.
Tiles
Removed the Watchfire upgrade.
Quests
More new quests now appear while quests you have not revealed are on the board, so fewer tiles you place have no quest to go to.
UX & QoL
Shortened many descriptions. For example, the Plain's text changed from "Units placed on this tile gain +1 Speed." to "+1 Speed."
Redesigned the cards of quest rewards and deck-building offers. An upgrade card now shows the unit, monster, tile or base it upgrades, together with the upgrade's rule.
While you hover a card, the deck row it changes marks the upgrade slot it fills. During a monster draw, the Monster deck shows the new monsters and upgrades the draw would add.
Panels and cards now show each upgrade as its icon and its text.
Added a Pause button beside Fast Forward during the attack phase.
The game no longer opens the pause menu when its window loses focus, and the "Pause when unfocused" setting is removed.
Quit is now a smaller button, so it is easier to tell apart from the buttons that continue the game.
CTRL + left click on an empty cell now locks the tooltip of the tile placement preview instead of placing the tile.
Dragging a hand tile that is not the next one now shakes it and flashes the next tile, to show that only the next tile can be placed.
During your first-ever level, the hub no longer shows New run, so Begin Level is the only way to continue.
"Discovered this run" at the end of a run now sorts discoveries into rows by kind and lists each upgrade beside the unit, monster or tile it belongs to.
Bug Fixes
Fixed clicks on a health bar unlocking the tooltip instead of reaching what stands behind the bar.
Fixed health bars drawing their background past the last health bar.
Fixed two tile upgrades taking effect on a Darkened tile.
Fixed the base's tooltip opening over the monster draw at the start of a level.
Fixed hovering an upgrade on another row replacing a locked tooltip.