Combat & Economy
Combo-kill economy cap introduced (incl. shop balance adjustments)
Heat-dissipation system rebuilt; behavior more stable and intuitive
Heat-dissipation fireball rework: cooling accumulates in a pool first, then consolidates into one fireball at the end of a random resolution window — the more you save, the bigger the ball
Laser tower heat mechanic adjusted; fever-cannon attack speed now scales with heat
Heat-consuming towers gain a minimum working temperature — insufficient heat means no full output
Class-change pricing rebuilt: fixed service fee (no base upgrade cost), forward-iteration rewrite — costs more transparent
Global bonuses now per-run instances, no cross-contamination between loops
New world-bomb easter-egg card
Pilots
Pilot stats fully rebuilt: attack-added buffs now use an expected-stack model, smoother and more predictable returns
Banter lines
Towers & Upgrades
Tower growth curve overall major rebalance
New tower trait dimensions: kinetic-to-energy damage conversion, heat-dissipation cooling temperature floor, fireball yield growth
Bro Tato: projectiles switched to expected-stack semantics; plastic-missile blast radius reverted
Heal ball: new explosion-radius upgrade, explosion SFX replaced
Prism tower pool now includes slow towers
Tower cards no longer merge (only pilot cards can); shop tower-floor count raised
Enemies
Collision-damage + flight mechanic rebuilt: collision damage now scales with remaining HP — wounded enemies hit lighter, focus-fire payoff more intuitive
Balloon enemy behavior and dialogue adjusted
Enemy target marker changed to solid red dot + breathing animation, locked target clear at a glance
Flow & Progression
Inter-level flow rebuilt; new continue-loop mechanic — clear a run and jump straight into the next round
Several new core upgrades and achievements
Visuals & UI
Link thermal model switched to single-point heat capacity; visuals now use two endpoint corners + mid sampling, link heat transfer more readable
Producer-tower special ammo (fire/electric) now directly delivered to specified target; projectiles unified to capsule shape along flight direction
Upgrade coins now fly one by one into the tower; spending VFX visible
Card tooltip avoidance tuned, no longer blocks key info
Power bar switched to scrolling hue-band wave, power state more readable
Button (RectButton) shader raised-effect rebuilt, stronger press feedback
Hand area widened to width divisible by 5; flying cards real-time track and shake on landing, feel improved
System & Performance
MultiMesh rendering performance optimized
Music loading and playback rebuilt: track directory auto-scanned; global speed change no longer raises music pitch
Combo-kill SFX pitch baseline and volume tuned; fixed too-low pitch in opening segment
Mini-game subsystem removed; large amounts of dead code and runtime residue cleaned up
