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Alpha 2.3

Major Change:
New level - Holy Sea
New level - Nuclear Nile Nation
New level - Zero Sum Singularity (the final level)
Enemy Heal intents
New enemy abilities system
Players incoming damage prediction
Balance changes (3 fountains in the first level, most bosses have been made harder, elite groups are also harder)
Added in Credits (Incomplete)

Minor Changes:
30+ New tricks and some trick Tweaks
Changed up trick pools to improve variety in rare drops
Hotkeys ("Esc" for settings, "I" for inventory, more to come)
Added round counter display
Added new item notification system for the encyclopaedia both in main menu and sub menus
Animation tweaks

Fixes:
Fixed gambits not being castable sometimes
Fixed incorrect damage prediction when an enemy would be frozen
Fixed wrong character upgrade text (Tom raised this)
Fixed XP bar min fill speed (prevents taking ages if you have like 10 xp)
Fixed Sometimes cant hover over boss tricks.
Fixed Enemy health bars turning green at incorrect times
Fixed Tutorial text clipping
Fixed Peirce allowed for selecting targets when its supposed to be random
Fixed Freezing multiple dice was causing strange behaviour
Fixed Quantum Rerolled sometime rerolling to the wrong pool
Fixed Generating dice once all dice are used didn't reenable the auto attack button
Fixed Rotten gambit showing freeze VFX instead of wither
Fixed Being able to unlock multiple characters in a run
Fixed Broken Ghost Pepper, causing soft crash
Fixed Incoming damage prediction not accounting for dead by poison
Fixed Show purchase buttons sometimes causing an error
Fixed Flying agaric mine
Fixed blood fountain heal value not calculating correctly
Fixed blood fountain being disabled before last enemy was defeated
Fixed Isvindar gambit causing wrong elemental damage
Fixed Effervert enemy group giving way to many gems
Fixed starting new run in the wrong level in certain scenarios
Fixed buzz knob not having an outline
Fixed Pristine Dicewarp being able to target unusable frozen dice.
Fixed Russell's Teapot not triggering from withered dice damage.
Fixed Cold Feet's usability conditions.
Fixed Sneak Attack's VFX/SFX playing on subsequent rounds after it triggers.
Fixed numerous instances of stackable modifiers not applying the new modifier value.
Fixed instances of Faultless Defence preventing subsequent hits after it triggers.
Fixed level based chests breaking

There are still plenty of changes and improve coming soon but this marks an important milestone. Pretty much all the base content has now been implemented