Overview
The town map now uses hexes instead of nodes and lines. Additionally, the card game aspects have been heavily rebalanced and the game now uses a 10 card deck instead of a 15 card deck. This is intended to improve the impact of early card picks as well as increasing the impact of certain strategies.
Features and Changes
The town map now uses a hex grid with obstacles instead of the old nodes and lines UI

Far-reaching passes on card balance have been made
The starting deck (and all opponent decks) now have 10 cards instead of 15
The starting deck has been tweaked extensively.
Certain card effects have been altered in order to differentiate them more from other cards that had similar effects.
Duplicate card rewards no longer appear after combat
Bugfixes
Setting animation speed to maximum (skip all animations) now works properly
Saved animation settings now correctly load when the game is started
Victory text no longer randomly changes color when hovering card rewards
The "BOSS" text on boss portals no longer gets cut off
The shop tutorial will no longer incorrectly display at the wrong times
The event relic Experiment Side Effects no longer crashes the game at the end of combat
Countdown on Persistent Scavenger no longer triggers twice after the second time it is played
Player and enemy avatars no longer disappear momentarily when being hit by damage impact effects
What's Next?
Testing reduction of crafting costs (and rewards) in order to make the numbers feel less overwhelming
Fine tuning the alchemy system to be more balanced and result in more useful cards
More visual polish, more visual effects
More enemy deck variety - occasional randomly upgraded cards, "chaos" cards, and cards from other factions
More selective use of the turn end confirmation modal
Setting to skip the victory animation
Various bugfixes
Continuing to monitor the feedback form for suggestions and bugs!
