New Features:
-Added a new boss, LavaMan. LavaMan takes a maximum of 1 damage from any hit so heroes need to be able to do damage multiple times to wear him down. He reduces the heroes health and max health by an increasing amount each turn.
-Added the new attunist class. The attunist relies on a variety of magic items to survive.
-Created three new large maps, including one with doors (a new feature).
-Maps are sorted into pools based on size with only small maps being chosen for the first three days, the next three days both small and large maps can be pulled, days 7-9 only large maps.
-Damage resistance is now a stat for enemies to be able to fine tune difficulty.
Balance and fixes:
-Card text size is dynamic so the upgraded card text will now fit on the cards properly.
-Some tweaking of the difficulty settings.
-The finale boss is set at the beginning of the run and depending on difficulty will be displayed on the map screen. This will allow characters to plan upgrade paths to deal with the challenges of a particular boss.
Design notes:
-The first boss, DreamMaster, is meant to challenge a heroes ability to deal relatively high levels of damage over a sustained period by ensuring there is a champion on the map at all times and requiring their defeat to win. This boss, LavaMan is designed to have the player perform multiple hits due to his maximum damage per hit of 1. Future bosses will require a different build considerations.
-Goblin Champion is going down too easily, I added damage resistance to slow down his defeat and will likely need to tweak it up further, but it is still early prototyping days.
-I want the earlier levels to go faster (perhaps they are still too fast) so segregated the map pools by size. I want the later missions to require a bit more time to beat them.
