TL;DR - Found some stuff we needed to fix and balanced out some things here and there.
Art
VFX indicator for Infection
VFX indicator for Evil Eye
Quality of Life
Run history UI has been adjusted so it shows up to 5 runs per page, to decrease loading times. Game will only save the detailed history of the last 300 runs.
Updated how numbers are represented throughout the game so they are formatted similarly across the game, as well as formatted big numbers so they fit the UI.
Balance
Run:
Corruption needed per stage increases more rapidly from the end of Act 1 forward.
Shop:
Removal cost reduced from 50 to 40.
Relics:
[Nerf] Blossoming Branch: Requires to apply status effects 75 times instead of 25 to trigger.
[Nerf] River Pebble: Requires to water 30 times instead of 20 to trigger.
[Nerf] Parasol: Requires to apply status effects 50 times instead of 15 to trigger.
Plants:
[Nerf] Sagewort: Changed effect. Instead of When harvesting: Gain 1 Mana -> When turn starts: Apply 1 Glow.
Plant Status:
[Nerf] Wildfire: Simplified its effects:
Turn End: Apply 1 Wildfire to adjacent plants.
Turn Start: Worsen 3% (min.1). Doesn't Stack.
When watered: Remove 2 Wildfire.
[Nerf] Poison: Activates on turn start instead of on turn end.
[Change] Glow: Activates when harvested instead of on turn start. Removes a stack when harvested instead of on turn start.
[Buff] Infection: Activates on turn start instead of on turn end. Generates 5% Corruption instead of 2%.
Enemies:
[Nerf] Unnatural Disaster: Removed repositioning on encounter start.
Bug fixes
Several text and loc fixes.
Added keywords to several cards.
Gameplay VFX will not appear over the settings menu anymore.
Fixed a bug that softlocked the game when using builds that could repeatedly activate Will of the Forest (Blossoming Branch + Freyja's Locket was one of the combos that did this).
Fixed a bug that created errors when double-clicking UI elements.
Fixed a bug that made the mouse cursor bug out when clicking quickly while the game is doing heavy processing.
