User names of players now display a rank with badge based on performance in the Labyrinth
Space bar now skips through conversations
Rewards will now be split into multiple chests of no more than 5 per chest to prevent overflowing on screen
Card tooltips in the deck editor and in the store are now centered and larger
Interface Fixes
Hero and Boss Health numbers on the status panel of the Zone map were not including equipped Perks in the calculation in some circumstances
Card pack rewards now have keys displayed
Gameplay Revisions
No PvP until the Labyrinth: Boss battles in Northgate and Smithstone are now exclusively against AI Bosses and player Bosses will only be raided by Minions
Enemies that affect the Boss but do not depend on them for value have been added back to PvE fights for Heroes and Bosses
Structures that do not depend on the Boss for value have been added back to PvE fights
Hero PvE fights in Labyrinth now occur 20% more often
Escape the Eye has been rebalanced to only 3 points more Lair than Lost in the Labyrinth, but the reward has been reduced to only double Lost in the Labyrinth
A third Hero PvE, Ritual of Reflection, now occurs once per Labyrinth exploration after enough progress without returning to the Lair and rewards a Token
Repeatable Hero PvE fights now have a Doom Clock like Boss fights
Wounds now vary by Zone with rarity increasing along with progress
Gameplay Fixes
Consumable items earned while offline by Bosses were not being delivered to the Lair stash
There was an unintended limit to the amount of re-exploration in Northgate and Smithstone that was causing the game to hang after Victory for some players
Card Revisions
Bag of Endless Things now costs 1 Tick to equip instead of 2
Precision Strike now costs 3 Ticks instead of 2 and deals 5 damage instead of 3
Gunshot now deals 6 damage instead of 5
Thief's Meddling now deals 4 damage to non-Structures instead of 3
Carve now costs 4 Ticks instead of 3 and deals 7 damage instead of 5
Penetrating Shot now deals 6 damage instead of 5 or 8 damage instead of 7 when Amped
Aim from Within now deals 3 damage instead of 2
Longshot now deals 3 damage instead of 2
Seeker's Dagger now takes 2 Ticks to equip instead of 3
Kill Shot now deals 8 damage instead of 7
Heartseeker now costs 2 Ticks to equip instead of 4, but 3 Ticks to use instead of 2
Mastercraft Jezail now deals 8 damage instead of 7 or 10 damage instead of 9 if full move remains
Leaden Javelin now deals 4 damage instead of 3
Crush of Boulders now deals 6 damage instead of 5, 8 damage at 5 Focus, 10 damage instead of 8 at 10 Focus
Conjurer's Hex now deals 4 damage instead of 3
Pyretic Missile now deals 10 damage instead of 9
Stonespear now deals 5 damage instead of 4, 7 Piercing damage instead of 6 Piercing at Focus 5
Cracking Rift now deals 5-8 damage instead of 4-7
Blazing Rift now costs 3 Ticks instead of 5 and either gain 2 Focus or deal 6 damage instead of 3 Focus or 9 damage
Ice Spike now deals 6 damage instead of 5
Freezing Blast now only targets characters to prevent waste on Structures
Cascade of Stone now deals 2 damage instead of increasing damage
Card Fixes
Some Hero cards that have immediate effect and Blast area were not usable when the only target in range had Stealth
Boss Windup cards with area effect were not finishing when only target in range at end of Windup had Stealth
Astral Batteries were inconsistently triggering relative to Boss timing on the same Tick instead of acting first
Consumable Card Fixes
Chain Lightning damage was only doing 3 damage per target with more than one target instead of 6 per target
Wound Revisions and Additions
Leg Wound is now Rare not Common (Smithstone or Labyrinth)
Severe Bruise is now named "Stitched Wound" (Rare, All Zones)
Major Wound is now Epic not Rare (Labyrinth)
Dazed "You start your next battle 1 Tick late." (Common, All Zones)
Broken Arm "Your Guard doesn't gain Armor" (Rare, Labyrinth)
Confused "You start each battle with 1 less card in hand." (Epic, Labyrinth)