Rune System (Early) — formerly “Items Update”
The first pass of the Rune System is live. You can now engrave runes on your drills to gain customizable power-ups tied to roll outcomes and other conditions. This is a barebones implementation to validate the core loop; expect rapid iteration this week. ⚙️
✨ New
Rune Engraving: Attach runes to your drill to modify behavior and rewards.
Conditional Effects: Triggers on specific conditions (e.g., strong success/overroll thresholds) for targeted boosts.
Foundations Only: Systems, UI, and balance are minimal by design in this pass.
🐛 Bug Fix Pass
Stability and performance improvements.
UI cleanup in several panels.
Fixed assorted event-logic edge cases.
Minor localization fixes.
⚠️ Notes / Limitations
Content is not final: effects, numbers, and UX will change.
Limited rune variety in this build.
Balance is placeholder.
🔭 What’s Next
More drilling event types: new structures and variations to diversify runs.
Rune expansion: additional runes, clearer UX for engraving/swapping, and a full balance pass.
Ongoing polish on feedback, readability, and tooltips.
Report issues and balance outliers. Numbers will move as we flesh this out over the upcoming week. 🧪⛏️

