We identified a few areas that were really dragging things down, and in this update have completely reworked these areas. Upgrading at camp should now feel 100% rewarding, and the need to think about when and if to add slots is no more! Details below, we hope you enjoy the changes :)
Tuning
Camp upgrades
- Slots are no longer rewarded in camp upgrade nodes, the number of normal slots are fixed
- Explore, Swipe and Harvest cards no longer rewarded in camp upgrade nodes, instead a recipe is unlocked, and they can be crafted with resources.
- Reward animation now shows everything unlocked, not just one
- Effects and costs tuned, some buffs replaced and some new ones added
Notable camp upgrade changes
- Roasting spit - 1 extra food from meat and grubs
- Strategy board - Gain 1 haste when an attack kills an enemy
- Foraging packs - Adds a mushroom patch in every clearing
- Wicker baskets - Harvest gives an extra turn
Deckbuilding:
- Wild slots added which can be used for any card type, and are allowed to be empty. Unlock them with XP.
- Upgrade/Swap buttons reworked, to be more compact and obvious which card they belong to
New buff: Haste
- To reduce cases of having to remember effects like "for one turn" action point buffs (in cards like sandals, encourage) have been reworked to use haste. Haste is a stacking action point buff for the next move card, but is not lost until used (so can be banked).
- This also leads to more fun stuff like stacking haste for an incredibly huge flurry or jump across the map.
Other Tuning
- Cards now display buffed values on front icons (AP, Damage, Range) and are tinted if modified
- Crystal switch puzzle improved to be solved the instant both slorfs are standing on the switch (you do not have to end turn and wait)
- Linked glyph always has a recipe if possible
- Grimp Monstrosity now has cool giant eye animation like his cousin Big Grimp
- Minor tuning of resources (bit more sticks in region 2, bit less stone/branch overall)
- Aura buffs now have a distinct icon style
Bug Fixes
- Courier bug now drops XP gem if killed before he drops it in the hole (sorry about this one!)
- Found and fixed a few more rare cases of weird clearing layout issues
- Cats now behave consistently between waking up via damage and proximity (they get their turn immediately so be careful!)
- Missing armor/evade SFX added to a few cards
- Misc fixes to upgrade reward presentation
- Fixes to a few turn tracker icons