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The Huge demo update patch notes!

It's been just over a month since the demo launched and I've been beavering away in that time improving the game based on what you've been saying. To see the broad strokes, click here to see the main changes to this update.

Here's the full list in the detailed bullet point format

GAME UPDATES

  • -Each Critter adds no skill cards to the deck
  • -Winning a Wild Critter fight gives both the Critter and a Skill Card (a skill card that wouldve been attached to them)
  • -NPCs now offer more cards for swapping
  • -NPCs now have at least 1 skill card of each type so they'll always have something you may want
  • -NPCs will always offer a common/uncommon of each type with a chance of an additional rare
  • -The Battle deck now requires you to add 6 skill cards for each Critter you add (1=6 deck cards total/ 2=12 deck cards total/ 3=18 deck cards total)
  • -Stickers are now given their own slots starting at 8 stickers and reducing based upon the rarity of critters you're using
  • -The player now starts with 3 copies of each energy and attack card. Assuming 2 is the most a player would usually need, this frees up more swapping fodder
  • -The Enerttack Pak has been added to Booster Machines which contain energy cards and the basic attack cards
  • -With the addition of the Enerttack Pak, energy and basic attack cards have been removed from the regular booster pack
  • -Uncommon cards are now worth 2 (Swap Value/Money), Rare cards are now worth 6 (Swap Value/Money)
  • -Heal, Burn, Poison, Shock, Soak are now affected by the Critters Defence
  • -Except on common cards where it remains a static value
  • -Status effects based on turns like power/defence up/down, taunt, stun/dodge/immunity etc are unaffected
  • -The aim of this is to make defensive Critters more useful in battle as they become more proficient at healing and using status effects
  • -Power and Defence changes are now on a sliding scale of -3 to +3 and all those buffs/debuffs last 3 turns
  • -Instead of the length of power/defence up/down, the cards now change in intensity
  • -Cards from your hand update their text when hovering them over a Critter to show how much damage or status effect will be done
  • -Cards that the enemy will use will always show these updated numbers
  • -Burn damage no longer spreads on reaching 5 burn
  • -Reduced Soak damage from 2 to 1
  • -Additional description of Stickers on the Stickers page of the battle deck
  • -Removed the Swap buttons on the overworld. Pointless
  • -The wild Critters you find are now properly based on the progress through act. No more wild Rares in act 1.
  • -The Trainers will now use their battle team from the next act if you're using more Critters than they are to bump up the challenge.
  • -The starter deck now has an additional skill card that generates energy+does an effect in it.
  • -Each element type now only has 2 weaknesses to make it easier to counterpick trainers
  • -Opponents now have a certain type of card they want and your swap value will be boosted if you offer those to them
  • -Dina's ability now works. She gains +1 Swap value on every card swapped. Wow!
  • -Enemies now use more skill cards in Act 2 and 3 so the game should be a bit tougher
  • -Having a critter get defeated now removes all skill cards of its element from the battle (if its the only one left of that type)
  • -This can lead to a very specific situation where all skill cards are removed, and the player just loses in this scenario
  • -Losing a battle now only takes 1 critter card and a life from you instead of all critters.
  • -The binder contents buttons now skip to the first card you own from that category (if you own a card in that category)
  • -The battle deck can now be viewed and edited whilst swapping
  • -There are now 10 sticker slots. Commons reduce it by 1, uncommon by 2, rares by 3. Players using 1 or 2 Critters should get more Stickers, right?
  • -Spot effects now stack
  • -The battle deck now orders the cards based on elements
  • -Buttons now have text on them for clarity

CRITTER UPDATES

  • -Striqual HP reduced from 40 to 30. Ability changed from On hit:+1 Power to On Attack: +1 Power
  • -Zappen ability changed from 2 to 1 dodge in line with dodge having a 1 stack max
  • -Hangolin reduced from 3 Thorns to 2 Thorns
  • -Aguatto is now 5 Pow 1 Def from 4 Pow 2 Def
  • -Aguatto starts with Moat instead of Water Shield
  • -Alerte gains 4 Taunt on Battle Start
  • -Alertle now has 34HP, 2 Power, 2 Defence
  • -Fledgee now gains 1 Status Immunity every 3 Turns
  • -Fledgee now has 32HP, 3 Power, 2 Defence
  • -Kinecoo changed to 38HP, 6 Pow, 0 Def and a new ability to get 1 Status Immunity every turn

SKILL UPDATES

  • -Made sure cards only gave 1 stun/dodge/status immunity
  • -Tsunami and Mind Blast have had their damage lowered as theyre AoE skills
  • -Thunderstorm damage reduced to 5, one neutral energy added to energy cost
  • -Meteor has had damage lowered as its also AoE but now also gives 1 Burn to all enemies
  • -Terra Attack now correctly set to Power + 4 Damage (was +3)
  • -Stunning Zap now does Power +0 damage to all enemies in addition to stunning all enemies and now costs 4 energy
  • -Taunt reduced from 3 turns of Taunt to 2
  • -Soak Spot Soak each turn reduced from 2 to 1
  • -Power Up Whack reduced from 2 Power Up to 1
  • -Drench reduced from 2 Defence Down to 1
  • -Burn Up reduced from 2 Power Up to 1
  • -Heal Spot reduced from 5HP per turn to 3HP
  • -Big Hit energy increased from 3 to 4
  • -Wildfire energy cost increased from 2 to 3
  • -Reverted the change to the basic attacks damage. All of those are +1 damage
  • -Moat changed from Allies to All Allies, Heal reduced to Def+1
  • -Healing Drink now heals All Allies and for 2HP instead of 3HP
  • -Rescue now affects All Allies
  • -Take Root now deals Poison and Shock to all enemies for nature/volt/any/any energy

BUG FIXES

  • -Fixed a bug where the top card of the swap pile would be replaced with the equipped skill card
  • -You can no longer swap with characters who dont have any cards left to swap
  • -Fixed cards where the attack was listed second not working properly
  • -Fixed cards that hit twice (barrage/geode smash) not working properly
  • -Aqua Attack is properly increased by power
  • -Heat Rash properly applies damage based on power and burn based on defence
  • -Fixed swapped hand cards having a deep sfx and the swap sfx being really deep on them
  • -Fixed power and defence changes not wearing off properly
  • -Fixed the Battle UI elements flying away if the button was spammed making them shake around