# The Lantern Keeper warps the path
- add keyword analysis in Archive, will help newer players figure out each color a bit
- Altars now keep respawning after you pick up one (also a small bug fix)
- The game no longer keeps score (it still shows stats but does not assign a score value, no more judgement!)
- Enemy movement preview arrow is white (ish)
- Stop music in game over screen
- Act 1 and Act 2 Bosses have been rebalanced (too many changes to list)
- Enemy buffs that hit on your start position, the UI has been improved
- Line breaker in conditional cards has fixed
- Path points that will have exalted are marked with a skull on the act mini map
- Path choice buttons have tooltips
- Fixed a settings bug with tabs
- Keeper now has his own art, no more stealing the face of Wayward
- Keeper has been rebalanced slightly
- Lavinia as playable charactter has a new starting curio
- Enemies that flood anathema have been corrected
- Progeny enemies now reduce your total card draw for some turns
- Only 5 color grudges will be offered from now on, we will see how this works out
- Various small bug fixes
## Act Generation
- Act generation has been reworked.
- Color distribution is a bit more evenly split, still random but with weighted chances
- Total available choices per node has been increased slightly on average
- ACT 1: Total nodes reduced
- ACT 2: Total nodes reduced
- ACT 3: Total nodes increased
- Library now ALWAYS appears befor the final boss in act 3.
- Card rarity has been increased overall, assisting runs with lower luck
NOTES:
Now all acts matter more, a deck will take a bit longer to come online, and act 3 normal fights will likely still matter for deckbuilding
To compensate the card rarity help system has been introduced (the internal workings are hidden for now)
## KINETIC RUNE
A new rune has been added, can be found next to the healing rune.
Allows the player to move 1 space. Not affected by agility.
Every run starts with one kinetic rune.
Kinetic runes can be found in libraries and in exalted fights rarely.
It is almost impossible to stack more than one
TODOS:
- add tutorial for kinetic runes
- add events that interact with kinetic runes
## CURIOS
- Pale firefly: Can only trigger once per round
- Luminous coral: 5 -> 8 monoliths
- Plague Mask: Every 5 (3) cards discarded
- Ritual Candle: Every 2 rituals played add 1 dash
- Runic Tome: every 2 rituals played gain 1 stamina
- Starweave scarf: only draws 1 card
## CARDS
- Overpower: Cost 1, Cases 2 Collision. Draw 1. Exert 1
- Blind furry: No exert -> Draw 1, Discard 2
- Bloodlust: Draw 2 - > Draw 3 Discard 1
- Lord of ashes: Now on being ignited attempts to consume a random shadow to reduce the ignite effect by 2. This effect repeats until no ignite or shadows remain. FIREPROOF!
- Starborn: It does not stack, each play adds a new starborn condition that has its own turn timer
- Vanish: -> Cost 1. Move 1. If a shadow is consumed on initial space, Add 1 Dash (the previous iteration was a bit op)
- Dash: Dash now ignores agility modification, it doesn't scale, which means dash escapes all STAGGERED
- Alter timeline: No longer stacks
- Astral steps: now adds 2 cosmic shards, and discard -> exert 1
- Crawling mass: now creates a shadow in the starting position as well
- ANATHEMA Paralysis: reworked -> reduce card draw by 1 for 3 turns.
- Obsidian Limbs: Now costs 2 (1)
- Vermin: Deal 6 damage. Consume shadow to deal 3x2 arance damage. Then create a shadow on you
- Carnage: Deal 10 x 3, was 15 x 2
- Primordial BLood: Strength +5 (4)
- Earthcrusher rework: Cost 1. Destroy all monoliths in range 2, gain equal strength (yes it works as you want with Thunderstorm)
- Scavengers: Cost 1(2), Discard 6 to gain 1 stamina (this was way too stamina efficient)
- Herald of Pain: Now it correctly scales off of arcane
- Obsidian Teeth: Now grants + 1 collision damage!
- Thunderstorm: Cost 2(1)
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