Changelog

Patch Notes

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Latest

v0.4.5

30-04-2026
βš™οΈSystemΓ—3🎨UIΓ—3πŸ› οΈFixΓ—2
  • βš™οΈSystemMechanics: Created new card system with universal helpers for card effects, upgrades, and interactions. This will make future card additions and balance changes much easier to implement and maintain.
  • βš™οΈSystemMechanics: Added a card creator in developer tools for easy prototyping of new cards and effects. Cards creeated can be saved to localstorage and found via lab tab, these cards can be easily edited and added to deck for testing with an option to copy card information for implementation into game
  • βš™οΈSystemMechanics: Started migration of old cards to the new card system, most cards have been migrated and should work with enchants from events and relics, but some card-specific bugs may exist until all cards are migrated. Some cards with unique mechanics may not have an upgraded version until their effects have been remade in the new system.
  • 🎨UICard UI: Card decription now highlights keywords with the same color as in tooltips when hovering cards to make it easier to see when a card has for example exhaust or other effects
  • 🎨UICard UI: Added new visual distinction for different card raritys to make it easier to see the rarity of a card at a glance. Common cards are mostly unchanged, Uncommon cards have a green header with a small gem icon, Rare cards have a yellow header with a gem icon, and Mythic cards has a gradient header with a gem icon and border.
  • 🎨UICard UI: Made Innate always display first in card description, and made Exhaust and Ethereal always display last to make it easier to see these important keywords at a glance.
  • πŸ› οΈFixBug fix: Power cards and buffs/effects now correctly stacks instead of doing nothing
  • πŸ› οΈFixBug fix: Fixed a bug where poison inccorrectly displayed a turn counter of 9999 after migration from old blight mechanic

Earlier Updates

v0.4.5

29-04-2026
🎨UIΓ—8πŸƒCardsΓ—1
  • 🎨UIRest Site: A whole new cozy night camp β€” twilight sky, glowing moon, twinkling stars, layered mountains and pines, a crackling foreground campfire, a lit traveler’s tent, drifting fireflies and rising embers. The choice panels were repainted as warm parchment-style cards with corner glow blooms.
  • 🎨UIShop: Cards on display are now centered in their stalls and click to inspect with the same big upgrade-aware preview used in battle and the deck.
  • 🎨UIShop: β€œMerchant’s Wares” heading is now a proper gradient amber title (was rendering as invisible text). Removed the redundant left-hand stats sidebar so the wares get the room they deserve.
  • 🎨UIMap / Rest / Shop: Unified the Deck button β€” every screen now opens the same deck viewer, and clicking any card in it pops up the upgrade-aware inspect preview. The deck panel no longer doubles up your relic list (the top HUD already shows relics).
  • 🎨UIMap / Rest / Shop: Top HUD no longer overlaps page content. The top bar sits cleanly above titles on every menu screen.
  • 🎨UIInspect Overlay: Card inspect popups are now twice as large for easier reading, and properly layer above pile viewers when you’re digging through your draw or discard.
  • πŸƒCardsCards: Havoc’s mystery card reveal has been extended β€” the flipped card now hangs in the air long enough for you to read it before it fires, instead of zipping past.
  • 🎨UIRest Site: Removed the duplicate β€œBack to Map” link in the header (the top HUD’s Map button already does it).
  • 🎨UIRoadmap: Refreshed the Roadmap page with a starfield background, a glowing timeline rail and status dots, plus updated goals and statuses for everything in flight.

v0.4.4

29-04-2026
🎨UIΓ—4πŸ› οΈFixΓ—2πŸƒCardsΓ—2πŸ“œContentΓ—1βš™οΈSystemΓ—2
  • 🎨UIBattle UI: Hand cards are larger so artwork no longer feels squished(Not that any exists atm) and full descriptions (e.g. Glacial Brand’s Frostbite text) fit on the card. The hero HUD bar now moved higher up to make room.
  • 🎨UIBattle UI: Cards always show their description in hand, fixing Glacial Brand displaying only the generic "Corrosion" line.
  • πŸ› οΈFixBug fix: Resolved a "Cannot update a component while rendering a different component" warning that fired when an enemy’s lightning charge burst on the player.
  • πŸ› οΈFixBug fix: Phantom Strike returned to your deck via Gravewake now correctly re-triggers its replay-from-exhaust effect after being played and exhausted again.
  • πŸƒCardsCards: Added 15 new cards. Fire β€” Spark (1c, 6 damage, draw 1), Cinder Toss (1c, 8 damage, Burn 2), Forge Stance (1c, 6 Block, next Fire card +3 damage), Heatwave (1c, 8 AoE), Rampage (1c, 8 damage, gains +4 damage each time this copy is played this combat), Forge Bulwark (2c, 25 Block, lose 2 HP), Pyre Toll (0c, lose 3 HP, gain 2 Energy), and Cinderwarden (1c Power: whenever a card is exhausted, gain 3 Block).
  • πŸƒCardsCards: Water β€” Riptide Jab (1c, 9 damage, +3 if the target has Corrosion), Mist Step (1c, 5 Block, draw 1), Driftspawn (2c Power: at the start of your turn add a random Null card to hand), and Grass β€” Pollen Cloud (1c, 5 Block, Poison 2), Bandage Up (1c, heal 4, Exhaust), Greenheart (2c Power: heal 2 HP at the start of each turn). Also added the new Null card Havoc (1c: play the top card of your draw pile and Exhaust it. Exhaust).
  • 🎨UIMain Menu: Removed the standalone Deck Builder, Achievements, and Stats entries in favour of a single new Journal button.
  • 🎨UIJournal: Brand-new book-styled meta-progression screen with page-flip animations(kinda). Houses Achievements, the Chronicle (Current Run + Lifetime stats) and a growing Compendium of every card, relic and potion you have ever owned.
  • πŸ“œContentCompendium: Cards, relics and consumables you have not yet encountered show as silhouettes β€” the Codex fills in as you play.
  • βš™οΈSystemMeta: Tier upgrade points have been retired. Completing a tier no longer grants tier points or unlocks new deck-builder cards β€” the Journal Compendium replaces that progression hook.
  • βš™οΈSystemCleanup: Removed the "Banked" achievement (it tracked unspent tier points, which no longer exist).

v0.4.3

28-04-2026
🎨UIΓ—13βš™οΈSystemΓ—1πŸƒCardsΓ—6🎲EventΓ—10✨RelicΓ—1πŸ› οΈFixΓ—3πŸ“œContentΓ—1
  • 🎨UIBattle UI: Cards in hand now glow gold with a pulsing ⚑ badge when their conditional bonus is currently active (e.g. "If last card was Fire", "If enemy has Burn").
  • 🎨UIBattle UI: Added right click to cancel card activaiton and return to hand
  • 🎨UIBattle UI: Browser context menu is suppressed during card drags so right-click cleanly cancels.
  • 🎨UIBattle UI: Inspect overlay now layers above the Draw / Discard pile viewers when clicking to inspect a card from a pile.
  • 🎨UIBattle UI: Added a Deck button (top-right) that opens the full deck for the run, matching the map deck view.
  • 🎨UIBattle UI: Added biome-aware battle backgrounds (volcanic, flooded, forest, cathedral, stormy plateau) that match the enemy element, with a darker pulsing vignette for boss/elite encounters.
  • 🎨UIBattle UX: Drag-to-target snap radius tightened β€” the targeting arrow now only locks onto an enemy when the cursor is right at the panel edge.
  • βš™οΈSystemMechanics: Added an Exhaust pile. Cards that exhaust now travel to a dedicated pile (above the Discard pile) and stay there for the rest of combat instead of vanishing into the void. Click it to inspect what you’ve burned.
  • πŸƒCardsCards: New rare Fire attack β€” Cinder Pact. Cost 0, deal 12 damage, exhausts on play.
  • πŸƒCardsCards: New uncommon Fire attack β€” Ash Lance. Deal 4 damage, +2 for each card already in your Exhaust pile (+3 when upgraded). Exhausts on play. Glows when ready.
  • 🎨UIBattle UI: Long-hover tooltip now falls back to the card’s computed description when no static description is set, so cards like Ash Lance and Cinder Pact correctly show their Exhaust rules and keyword glossary on hover.
  • 🎨UIBattle FX: Attack projectiles now have name-based variety β€” lances/spears thrust as a proper spearhead, blades/cleaves swing as an arc slash, flames/embers/cinders/inferno fly as a flame.
  • 🎨UIBattle FX: Added animtaion for draw, discard, exhaust and shuffle actions.
  • 🎨UIMap: Map node entrance animation roughly twice as fast and noticeably smoother β€” tier reveal, line draw and node fade-in all retimed with a softer easing curve and a gentler scale pop.
  • 🎨UIBattle UI: Damage preview number now pulses gold with an ↑ marker when the value is boosted by a chain combo (Combust Chain, Steam Burst, Torrent), an Exhaust-pile scaler (Ash Lance), a consumed Burn (Flashfire), an element empower buff, an attack relic, or a temporary Atk/Double-Damage buff β€” making it instantly obvious when a play is empowered.
  • 🎲EventEvents: Added 8 brand-new event encounters β€” every run can now roll one of 13 different events, and an event won't repeat in the same run.
  • 🎲EventEvent: The Forgemaster β€” craft a custom card from scratch. Pick element β†’ Attack/Block/Multi/DoT β†’ tier (small/medium/large), and the Forgemaster forges it into your deck. Cost auto-scales with tier.
  • 🎲EventEvent: The Runescribe β€” etch a permanent rune into one of your cards: +3 power, +2 DoT damage, +1 multi-hit, or βˆ’1 cost (Exhaust). Costs 6 Max HP.
  • 🎲EventEvent: Twin Carving β€” pick any non-Mythic card; a duplicate is added to your deck with the Ethereal tag (vanishes if not played in the battle it’s drawn in, returns next combat).
  • 🎲EventEvent: Soulbind Altar β€” fuse two of your cards into a single Soulbound card. Combined cost is averaged, power is the higher value +3, and the dominant card’s effect type is preserved. Both originals are consumed.
  • 🎲EventEvent: The Glass Engraver β€” pick a card. It becomes 0-cost, Exhaust on play, and its base power doubles.
  • 🎲EventEvent: Memory Spring β€” pick a card. From now on, that card starts every battle in your opening hand. Costs 5 Max HP.
  • 🎲EventEvent: The Burning Library β€” pick three of your cards to add Exhaust to; gain the new relic Library Ash, which heals 2 HP per card in the Exhaust pile at the end of every battle.
  • 🎲EventEvent: The Gambler’s Coin β€” flip a coin up to 3 times. Heads grants +100 gold and +5 Max HP. Tails halves your gold and adds a Cursed Coin to your deck. Stop whenever you like.
  • ✨RelicRelic: Library Ash (event-only) β€” heal 2 HP per Exhausted card at the end of each battle.
  • πŸƒCardsCards: New Null (colorless) card category. Null cards bypass elemental matchups entirely β€” their numbers are exact, no super-effective bonus, no resistance penalty, and elemental relic/buff bonuses do not apply. They also use a neutral grey frame and are tagged "null" instead of an element.
  • πŸƒCardsCards: Null cards do NOT drop from combat loot. They can only be acquired from shops or the new Risky Bargain event.
  • πŸƒCardsCards: Added 6 Null cards β€” Steel Strike (1c, 8 damage), Reinforce (1c, 6 Block + draw 1), Quick Jab (0c, 5 damage, Exhaust), Iron Aegis (1c, 15 Shield, Exhaust), Aegis Smash (1c, deal damage equal to your current Block + Shield, Exhaust), and Phantom Strike (2c, 10 damage, Exhaust β€” at the start of your next turn, replays itself for free on a random enemy).
  • 🎲EventEvent: Risky Bargain β€” a hooded figure offers three random Null cards. Pay 10 HP to take one, or refuse. Added to the rotating event pool (one per run).
  • πŸ› οΈFixDoT rework: Grass damage-over-time renamed to Poison and reworked into a stack-and-decay effect. Stacks add together and tick down by 1 each turn instead of expiring on a fixed timer. Initial DoT damage is no longer scaled by element effectiveness so card numbers always match their tooltip.
  • πŸƒCardsCards: New Power card type β€” plays as a persistent token under your HP that triggers each turn. Powers include Ember Munition (start of turn: add a free 0-cost Ember Shot that Exhausts) and Toxic Aura (filtered by Grass DoT presence).
  • πŸ“œContentConsumables: Added a Potion slot system. Potions live in dedicated slots above the hand and are used outside of card play. Firebomb potions can be aimed at a specific enemy. Elites have a chance to drop a potion when slots are open.
  • 🎨UIUI: New persistent Top HUD bar showing HP, energy, gold, floor, and active relics. Relics moved under the bar for clearer real estate. Old in-battle hero panel removed.
  • πŸ› οΈFixBug fix: Fixed a soft-lock where End Turn could double-fire and freeze the game. End-turn execution is now properly guarded(maybe).
  • πŸ› οΈFixBug fix: Restored missing Map button on several screens, fixed several card description bugs (Overgrowth in hand, Toxic Aura filter), and converted all Blightβ†’Poison labels in card text.

v0.4.2

25-02-2026
🎨UIΓ—2πŸ› οΈFixΓ—1
  • 🎨UIBattle UI: Reworked buff aura effect β€” now displays as a proper aura with rising energy wisps, outer glow pulse, and radial center highlight instead of a flat background gradient. Active as long as the buff is on the enemy.
  • 🎨UIBattle UI: DoT particles on enemies now match the element color of the applied DoT effect (e.g. fire DoT shows orange particles, water shows blue) instead of always using the enemy's own element color.
  • πŸ› οΈFixMap: Fixed map entrance animation not playing on Start Run or New Run after defeat β€” animation flag is now read synchronously on mount.

v0.4.1

25-02-2026
🎨UIΓ—5βš™οΈSystemΓ—1πŸ› οΈFixΓ—1
  • 🎨UIBattle UI: Enemies now play a death animation (shrink, fade, desaturate) before loot popup appears.
  • 🎨UIBattle UI: Block shield pulse, buff rage aura, and low-HP warning glow are now much more visible on enemies β€” increased opacity, size, and added box-shadow effects.
  • 🎨UIBattle UI: Buff rage aura now shows a subtle preview when the enemy's next intent is buff, and intensifies when the buff is actively applied.
  • 🎨UIBattle UI: Player HUD bar now glows dynamically β€” blue pulse when block is active, red pulse when affected by DoTs, yellow pulse when buffed, and brief flash on taking damage or healing.
  • βš™οΈSystemMechanics: Enemy Block replaced with Shield β€” enemies now keep their shield between turns instead of losing it, making shield-based enemy strategies more visible and impactful.
  • πŸ› οΈFixBug Fix: Fixed single-enemy block intent writing to wrong state variable (shield now correctly absorbs damage).
  • 🎨UIMap: Map entrance animation now reliably plays when pressing Start Run (previously only worked on Reset Run).

v0.4.0

25-02-2026
🎨UIΓ—9πŸ› οΈFixΓ—2
  • 🎨UIBattle UI: Added SVG enemy portraits with unique sprites for every enemy type, element-themed coloring.
  • 🎨UIBattle UI: Enemies now have idle breathing/pulsing animations.
  • 🎨UIBattle UI: Enemies flash and shake when hit by player attacks.
  • 🎨UIBattle UI: Enemies lunge forward when attacking the player.
  • 🎨UIBattle UI: Added status effect overlays on enemies β€” DoT particles, block shield pulse, buff rage aura, and low-HP warning glow.
  • 🎨UIBattle UI: Cards can now be dragged onto enemies with a targeting arrow.
  • 🎨UIBattle UI: Draw and discard piles are now inspectable by clicking on them.
  • 🎨UIBattle UI: Redesigned card hand with fan layout, energy orb, and end-turn button.
  • πŸ› οΈFixBug Fix: Fixed loot screen hover preview not displaying card details (missing z-index and overflow clipping).
  • πŸ› οΈFixBug Fix: Fixed discard pile being shuffled back into draw pile every turn β€” now only reshuffles when draw pile lacks enough cards to fill hand.
  • 🎨UIMap UI: Redesigned map with pirate/parchment theme and new node icons.

v0.3.9

10-10-2025
βš™οΈSystemΓ—2🎨UIΓ—7🎲EventΓ—2β€’UpdateΓ—3
  • βš™οΈSystemMechanics: Added consumable items to the game.
  • βš™οΈSystemMechanics: Added dual fights to the game, allowing players to face two enemies at once (only in elite rooms for now).
  • 🎨UIMap UI: Added inventory button to access and use consumables from the map screen.
  • 🎨UIMap UI: Removed yellow highlight from nodes connected to hovered node that shows available pathing due to bug with new map generation (I am too stupid to fix it).
  • 🎨UIMap UI: Made lines between nodes dotted until a path is traveled.
  • 🎨UIShop: Added consumables to shop inventory for purchase using gold.
  • 🎨UIShop UI: Added inventory button to see consumables from the shop screen.
  • 🎨UIBattle UI: Added inventory screen to use consumables in battle.
  • 🎨UIBattle UI: Updated icon for burn effect and enemy attack.
  • 🎲EventEvent: Added a new exiting and addicting event.
  • 🎲EventEvent: Events are now randomly placed on the map and can only be encountered once per run (unique).
  • β€’UpdateEnemy: Added a new lightning enemy with unique mechanics.
  • β€’UpdateEnemy: Added new variations of base enemies that focus on dot.
  • β€’UpdateOptions: Added a setting to toggle battle Log, default off.

v0.3.8

09-10-2025
🎨UIΓ—1πŸ› οΈFixΓ—2✨RelicΓ—1β€’UpdateΓ—1
  • 🎨UIShop UI: Added a deck view overlay accessible via the deck icon in stats panel.
  • πŸ› οΈFixDeck overlay: Fixed an issue where deck overlay would overflow when too many cards were present, added scrolling.
  • πŸ› οΈFix
  • ✨Relic
  • β€’UpdateDeck overlay: Added relics view to the deck overlay, showing all current relics with descriptions.

v0.3.7

09-10-2025
🎨UIΓ—3βš™οΈSystemΓ—1β€’UpdateΓ—3✨RelicΓ—1πŸ› οΈFixΓ—3
  • 🎨UIMap: Reworked map generation using Poisson disc Sampling for more organic layouts and spacing.
  • 🎨UIMap UI: Reworked map ui, new icons and new layout for player stats.
  • 🎨UIMap UI: Added a deck view overlay accessible via the deck icon in stats panel.
  • βš™οΈSystemMechanics: Added gold currency, starting at 50 gold per run.
  • β€’UpdateShops: Added shop nodes to the map, allowing players to buy cards, relics, and healing using gold.
  • ✨RelicRelics: Reworked campfire kettle to use the new gold system for tiny shop.
  • β€’UpdateShop and tiny shop: If any shop is entered with full HP the heal option is replaced with a card of higher rarity.
  • β€’UpdateShop and tiny shop: Both shops now have scalable card rarity based on map tier.
  • πŸ› οΈFixBug Fix: Fixed a bug when refreshing on the map would regenerate the map and lose progress.
  • πŸ› οΈFixBug Fix: Fixed a bug where the map would not scroll to the current node on load.
  • πŸ› οΈFixBug Fix: Fixed a bug when refreshing during combat would draw extra cards and softlock combat.

v0.3.6

21-09-2025
β€’UpdateΓ—1πŸ› οΈFixΓ—1
  • β€’UpdateNew Mechanics: Added unique mechanics for all bosses.
  • πŸ› οΈFixBug Fixes: Fixed a bug where damage over time was not applied correctly.

v0.3.5

21-09-2025
🎲EventΓ—1β€’UpdateΓ—6✨RelicΓ—1πŸ› οΈFixΓ—1
  • 🎲Event
  • β€’UpdateTemporary Relics: Added a system for time-limited relics that persist in battle state, tick down each of your turns, and display with a distinct badge. All relevant combat checks (energy, draw, damage, DoT, turn-block) now account for temporary + permanent relics together.
  • β€’Update
  • β€’Update
  • ✨RelicRelic: Insight Sigil β€” hovering combat nodes reveals the enemy element (e.g., Fire, Water, Grass).
  • πŸ› οΈFixBug Fixes:
  • β€’UpdateFix: Anticipate now reacts to attacks and Burst (charged attacks).
  • β€’UpdateFix: Anticipate against block now draws correctly.
  • β€’UpdateFix: Combust Chain triggers properly.

v0.3.4

21-09-2025
🎨UIΓ—3β€’UpdateΓ—4
  • 🎨UI
  • β€’Update
  • β€’Update
  • 🎨UIUI: Event page shows a tooltip on hover for the offered relic with name and description. Attack/Buff intent chips now display move names and improved tooltips.
  • β€’Update
  • β€’Update
  • 🎨UIMap: Event encounters are unique and can only be encountered once during a run.

v0.3.3

19-09-2025
πŸƒCardsΓ—5🎨UIΓ—1β€’UpdateΓ—1
  • πŸƒCardsCards: Added three new skills β€” Combust Chain (Fire, Common), Undercurrent (Water, Uncommon), and Blight Alchemy (Grass, Rare).
  • πŸƒCardsCards: Anticipate now reacts to Burst (charged attacks).
  • πŸƒCardsCards: Redirection now triggers on heavy Burst and immediately shows a "Reflect 50%" status chip until the end of the enemy turn.
  • πŸƒCardsCards: Disrupt and Pacify no longer log their effects twice.
  • πŸƒCardsCards: Implemented meaningful upgrades for Anticipate, Disrupt, Pacify, and Redirection; battle logic scales accordingly.
  • 🎨UIUI: Upgrade Preview now shows correct upgraded descriptions for special skills and the new cards.
  • β€’UpdateBattle: Spyglass intent preview applies to normal fights as well; intent pipeline unified across fight types.

v0.3.2

18-09-2025
🎨UIΓ—2πŸƒCardsΓ—2β€’UpdateΓ—1✨RelicΓ—2πŸ› οΈFixΓ—1
  • 🎨UIUI: Bottom Feeder moved to the hero panel as a compact chip with a tooltip showing the bottom card (name, element, type).
  • 🎨UIUI: Enemy intent chips now wrap within the enemy panel so long labels fit without overflowing.
  • πŸƒCardsCards: Added visible effect type labels (Attack/Block/Multi/DoT/Buff/Convert/Curse) shown once in the footer.
  • πŸƒCardsCards: Echo Shard-created copies are visually distinct with an β€œEcho” ribbon and subtle blue glow.
  • β€’UpdateCurses: Added a hero-side β€œCurses: N” chip with a tooltip listing curse names (e.g., Cursed Coin) for visibility.
  • ✨RelicRelics: Treasure Sense now always grants a Cursed Coin on pickup (unified in relic add flow); removed a duplicate add from loot handling.
  • ✨RelicRelics: Added new relics: Resin Coating (Block β†’ Shield), Leech Bloom (DoT heal), Spyglass (+1 intent preview), Camp Kettle (tiny shop at Rests).
  • πŸ› οΈFixBattle: Fixed a bug where drawing a single curse could trigger the draw penalty twice it now applies exactly once per drawn curse.

v0.3.1

18-09-2025
🎨UIΓ—3πŸ› οΈFixΓ—1β€’UpdateΓ—5
  • 🎨UIMap: Seeded random placement of Rest/Elite/Treasure per run and tier; dynamic map generation scales with tier and remains deterministic within a run.
  • 🎨UIMap: Special nodes are now visible at a glance via badges (βš”οΈ Elite, β˜• Rest, πŸ’Ž Treasure, πŸ‘‘ Boss).
  • πŸ› οΈFixBattle: Fixed grass DoT from Warden of the Wilds and ensured enemy-applied DoTs tick on the player each enemy turn with proper durations.
  • β€’UpdateBattle: Clarified damage order so incoming damage reduces Block first, then Shield, then HP.
  • β€’UpdateBattle: Burst (charged attack) now shows its damage number inline with a subtle pulse animation.
  • β€’UpdateBattle: Boss/Elite queued intent tooltips now appear below the chips for better readability, no longer overlapping.
  • β€’UpdateBattle: Eliminated duplicate log lines in dev (e.g., DoT applied, Empower fades) by moving logging outside state setters and consolidating buff ticks to end-of-turn.
  • 🎨UIUI: Loot modal layout stabilized (no hover shift) and compacted to reduce wasted space while keeping previews consistent.
  • β€’UpdateContent: Added a new basic water enemy (Tide Sprite) to diversify early encounters.

v0.3.0

17-09-2025
β€’UpdateΓ—3🎨UIΓ—1πŸ› οΈFixΓ—1
  • β€’UpdateAdded in-combat right-click card inspect with zoom animation.
  • 🎨UIInspector closes via backdrop click or Esc for quick review flow.
  • πŸ› οΈFixFixed refresh edge-case causing opening hand to overdraw.
  • β€’UpdateImproved persistence: enemy/player state, buffs, DoTs, intents now fully restore after refresh (no random changes on refresh).
  • β€’UpdateUnified CardVisual across contexts; adjusted description containment in combat.

v0.2.3

15-09-2025
β€’UpdateΓ—7✨RelicΓ—1πŸ› οΈFixΓ—1
  • β€’UpdateDraw system overhaul: deterministic reshuffle, one-draw-per-turn guard, re-entrancy lock, and exact-count draws.
  • β€’UpdatePile reconciliation after draws/discards ensures a card ID only exists in one pile at a time.
  • β€’UpdateElite/Boss intent queue with multi-turn preview and charge β†’ charged-attack pipeline.
  • β€’UpdateEnemy behavior supports patterns (looping sequences) and weighted intents.
  • β€’UpdateCombat systems: Shield persists between turns; Convert turns Block into Shield (1.5x when upgraded).
  • β€’UpdateEmpower buffs reworked to be per-element, stacking, and duration-based; DoT stacks by element with duration refresh.
  • ✨RelicRelics: start-of-battle and per-turn block, extra energy, extra draw, and element-specific damage bonuses.
  • β€’UpdateLoot: Elite nodes grant an extra upgraded bonus card; Treasure nodes offer a random not-owned relic.
  • πŸ› οΈFixCard polish: unified trading-card styling and fixed description overflow in combat; consistent "+" naming for upgrades.