⚖️ Balance
This patch we are focusing primarily on shifting the balance slightly away from high performing strategies (without nerfing them to the ground)
Items
Glasses from 1->2 XP per round
New Sundial: Gain +1 Capacity during Day/Morning
Investor now additionally will give boost your base income by +1g more every 6 rounds
Progression Charm from 2->3g each time you level
Consumables
Bronze Cog from 2->3g
Cosmic egg from Legendary->Rare
Chicken egg from 2->1g
Superior Power Rune from 4->3g
Ultimate Power Rune from 5->4g
Curses
Mutilate from 1->2 lives lost
Tarnished token from 1->2g lost per round
Augments
New Banker: Lower requirement for banking from 10g to 5g to gain 1g (Epic->Rare)
Companion Rook from 2->3g on survive
Final Resistance from Rare->Epic
Health for Wealth from 4->6g gained for each health lost
Torch and Pitchfork no longer raises capacity cost of other pieces, now just loses -2 capacity
Blacksmith gain an item every 7->6 rounds
Blacksmith Apprentice gold gain on pickup from 5->8
High stakes play now takes away 1hp instead of 2hp, gain 18g
Tactical setback: epic->rare, gold gain from 5->2
Classes
Merchant now requires 7/6/5 -> 8/6/4 purchases for an item
BH Knight from Common->Uncommon
BH Bishop from Uncommon->Common
Hydra Knight Gain 2/4->3/6 gold on tier up
Hydra Pawn has +10% chance to Hydra split
Necromancer Bishop now summons 1/1/2 ephemeral pawns - first level has only 50% chance to summon a pawn.
Other
Queen Capacity cost 6/4/2->6/5/3
🖌️ UI Changes
More icons across tooltips
Round/Day/Time indicators are now styled according to the rest of the UI.
Board size increased by 10%
You can now press ESC to open the game menu/go back to main menu
Increased clarity of UI elements on board.
🐛 Bugs
Fixed tier up effects always triggering if dragging from higher tier unit to weaker. (No one was abusing this right?)
