
### 🪙 Relic System Refactor & Rebalancing
* **Multi-Phase Refactor:** Completed a major multi-phase refactor (Phases 0 through 8) of the Relic system to clean up the architecture, resolve edge cases, and perform final QA.
* **Relic Balancing:** Rebalanced several relic effects and updated costs based on their rarity tier.
### ⚔️ Combat & Enemy Adjustments
* **Simulation-Driven Rebalance:** Rebalanced enemy attacks, armor, and health values using data from simulation runs.
* **Training Screen:** Added a brand-new **Training Screen** allowing you to configure custom fights against specific enemies (including a newly added **Training Dummy**).
* **Resistance Overhaul:** Recreated the resistance modal and capped player/enemy resistances at 50%.
* **Enemy VFX:** Enhanced the enemy attack tween animations and fixed outline shader clipping/clamping on textures.
### 🔮 Spells & Symbol Modifications
* **Spell Refactor & Balances:** Refactored spells to export variables, adjusted magic bolt, lowered various spell effects, and updated spell costs.
* **Spell Preview & Casting:** Fixed row/column casting on inactive rows and added a spell preview showing what has already been cast.
* **Symbol Modifications:** Limited active modifications to a maximum of 2 per symbol, and introduced a **Modification Swap Screen** when exceeding this limit.
* **Consumable Swap Screen:** Added a new swap screen specifically for consumables.
### 🏪 Shop & Progression Upgrades
* **Shop Layout:** Redesigned the shop with distinct panel sections.
* **Upgrades & Limits:** Added rerolls, banishes, and rarity-based tiers for shop upgrades. Max-level checks now prevent players from purchasing already-maxed payline or reel upgrades.
* **Purging:** Adjusted the purge mechanism so the shop doesn't restock on a purge, and capped the purge cost at 300 gold.
* **Standardized Rarity:** Standardized rarity rolls and luck factor adjustments across the shop and event rewards.
### 🎨 UI, Juice & Visual Polish
* **GPUParticles Upgrade:** Converted particle systems from CPUParticles to GPUParticles, and implemented a **Particle Manager** to allow users to cap max particles for performance.
* **Smart Cards & Hover Effects:** Added hover-based smartcards for symbols on the reels and added screen-dimming visual indicators when symbols level up.
* **Sprites & Theming:** Added map legends, class sprites, gear menu animations, and updated various sprites (tinker option, breastplate, health potion exploding heart effect, and mana crystals).
### 🛠️ Bug Fixes
* **Gameplay Fixes:** Resolved issues with the run timer stopping, arcane lock affecting incorrect paylines, and starting symbols displaying incorrectly.
* **UI Tooltips:** Fixed missing tooltips for disabled spells, reward screen items (2nd and 3rd slots), and enemy armor details.
* **Settings:** Resolved an issue preventing windowed mode from working properly.
