Cull The Crib · published · build 23551076
The fourth faction is now called Hell Hounds in every menu, tooltip, and card name. Some screens used to call it Beast Clan, which was confusing.
The first time you play a 10 of Hell Hounds in a run, you now pick one of two extra effects on top of its normal Burn:
Instant Damage: deal 10 fire damage right away.
Extra Burn: add 2 more Burn stacks instead.
Your pick locks in for the rest of the run and resets when you start a new one.
Repeat: If you deal 15 or more damage during Play, you deal 15 bonus damage once during Counting. It used to repeat every Counting combo, which was much stronger than intended.
Inferno: Tooltip clarified. Burn now clearly says it ticks twice per hand: once at the start of Play and once at the end of Counting. Same behavior as before.
Speed: When you score a 31 or earn a Last Card point during Play, deal 20% of the enemy's current Burn damage to the enemy. It used to trigger a full Burn tick on every score, including the enemy's, which was way too strong.
Pyro: Now requires the enemy to have 10 or more Burn stacks before it kicks in. Once they're over that, every extra 5 stacks auto-consumes for 20 instant damage. It used to fire at any 5 stacks.
Crit: Burn now crits for 1.5x damage at 1.2% chance per Burn stack. It used to be 2x at 12% per stack, which was way over what we designed it for.
Reservoir: Completely changed. You gain +30% damage permanently, but you can't heal above 75% of your max HP. Lifesteal still damages the enemy as normal, but your own healing tops out at 75%.
Iron Will: Direction flipped. You now take 15% MORE damage, and gain +0.01 mult per 5 HP stolen (up to +1.5 mult). It's a glass cannon tradeoff now, not damage reduction.
Death Touch: Now actually works. Whenever the enemy heals, you steal 15% of that healing. The enemy keeps the other 85%.
Eternal: Lifesteal is now capped at 15 per instance, and you ignore 65% of enemy defense. The tooltip used to say "no lifesteal cap" but the cap is the intended downside for the armor ignore.
Void: +0.30 multiplier, but Fear stacks you apply are reduced by 1 (minimum 0). It used to reduce Fear duration by mistake.
Royal Flush Gang tooltip now matches what the boss actually does. Each Horde card you play gives them +20 base damage and +0.06 mult that turn, and each Face card heals them for 40 HP. The text used to show outdated higher numbers.
Healing in combat now flows through the talent and relic system properly. This is what makes Death Touch work, and it also turns on a few other previously dormant effects that interact with healing.