v0.5.0-lost-the-plot
27-06-2026β’UpdateΓ5π οΈFixΓ1π¨UIΓ1
- β’UpdateI completely lost the plot. This was supposed to be a quick minor patch, but I haven't slept in days and the codebase has expanded into a sentient monstrosity that I no longer fully control.
- π οΈFixLook, I fixed some bugs. I also definitely introduced new, weirder ones because that is how the universe maintains balance. There are features in here I don't even remember writing. God help us all.
- β’UpdateSomething changed in the combat math. Numbers are flying around differently now, and honesty, it feels better. Just don't ask me for the exact formulas.
- π¨UITweaked some menus because looking at the old layout was giving me actual psychic damage. Buttons might be in different places now. Good luck.
- β’UpdateRefactored a massive chunk of backend logic. The game should theoretically run smoother, assuming it runs at all.
- β’UpdatePretty sure I adjusted some volume levels or added a sound effect somewhere around 03:00. Let me know if something suddenly blows your speakers out.
- β’UpdateIf your favorite strategy doesn't work anymore, or if the game suddenly manifests a brand-new feature that breaks reality, just know that I did my best and I am going to sleep now.
v0.4.6.5
08-05-2026π οΈFixΓ4β’UpdateΓ7πCardsΓ4π¨UIΓ2
- π οΈFixFixed a bug where upgraded shield cards would display the wrong amount of block in their description and preview.
- π οΈFixFixed a bug where Root Snare would not glow even when its bonus could activate.
- β’UpdateChanged starter deck for water and grass slightly
- β’UpdateAdded a slight card reward bias to prefer cards that fit in your deck
- β’UpdateTweaked map generation.
- β’UpdateAdded Map Path Preview to options, disabled by default.
- πCardsAdded new cards - Pressure Drop, Kiln Dividend, Sluice Gate, Undertow Lien, Mirror Draft, Rootwarden, Field Ration, Flashpoint Gambit, Ash Cache, Tidechart, Seedling Brood, Deep Grove
- β’UpdateIntroduced Summon a mechanic that lets you call forth a temporary minion that assists in combat through attacks or buffs.
- π οΈFixFixed a bug where cards that alter their cost during combat kept cost even when discarded. For example cost 0 if enemy has corrosion, it would then stay 0 for the rest of combat.
- πCardsAdded mechanics explanation to card inspect.
- β’UpdateMade card inspect universal, any place a card is displayed it can be inspected by right click
- π¨UIAdded routeplanning to map, right click a node to plan a route, holding right click on a node marks it as route has to pass through this node.
- π οΈFixFixed a bug where opening the map when in an event would reroll the event encounter.
- β’UpdateAdjusted elemental advantage scaling to make unfavorable matchups to feel less punishing.
- πCardsFinished converting all cards to the new card system.
- πCardsChanged starter decks to have more balance between offence and defense.
- π¨UIChanged the way starter decks are displayed in main menu.
v0.4.6
05-05-2026πCardsΓ2π οΈFixΓ7β’UpdateΓ7π¨UIΓ5β¨RelicΓ3π²EventΓ1
- πCardsAdded Status cards as a new temporary combat card type. They can clog your hand, drain Energy, hurt you at end of turn, or apply harmful effects depending on the card. Status cards has a grey-and-beige frame
- πCardsAdded Curse cards as their own card type. Curses are permanent run problems unless removed, are never playable, and now use a darker black-and-purple card frame.
- π οΈFixPower cards now leave combat properly after play instead of ending up in the discard pile.
- π οΈFixFixed Ember Shield so its highlighted bonus and its actual Shield gain match.
- π οΈFixFixed Bloomspike+ text so Poison is described as a decaying stack instead of a turn-based effect.
- π οΈFixFixed cases where played cards could disappear from every pile after certain combat actions.
- π οΈFixFixed Flash Heal so drawing it on turn one no longer leaves a ghost copy in your hand after it exhausts.
- β’UpdateAdded Ashlock Adept, Silt Channeler, Spore Gardener, Static Prism, and Black Ledger. Each one attacks your deck in a different way by adding Status cards.
- π¨UIPlayer-side hover tips now open upward, so Wet, Bottom Feeder, curses, and other hero effects no longer get hidden behind your hand.
- π¨UIThe Card Compendium now remembers temporary combat-only cards after you discover them.
- π¨UIStatus and Curse cards now have their own Compendium sections, including cards that only appeared for one fight.
- π¨UIReworked map generation to include more special nodes, always has rest node before boss and extended the map slightly.
- π¨UIThe new starting room now sits above the first node and has a visible dotted path into the map.
- β’UpdateNew runs now begin with a warm trailhead choice: take an elemental starter relic, take an element-matched card pack, or take 100 gold and a potion.
- β’UpdateCard pack rewards only offer cards from your chosen element, and pack cards can be inspected before you pick the offer.
- β¨RelicAdded nine elemental starter relics, three each for Fire, Water, and Grass.
- β¨RelicBottom Feeder has been reworked. At the start of your turn, it reveals and removes the bottom card of your draw pile; Attacks go to your hand with +1 Energy, while anything else goes to discard.
- β¨RelicDraw-focused relics now only count cards drawn by cards or effects, not the normal hand you draw at the start of a turn.
- β’UpdateChanged Tier to Act and restrict runs to completing 3 acts instead of going indefinetly
- β’UpdateThe Act 3 victory screen has been given a unique mystical final-victory presentation.
- β’UpdateAdded main menu music and combat music, as well as some sound effects for fire and water attacks
- β’UpdateAdded volume control and mute to options menu.
- π²EventAdded six new events and reworked the ui for some older events to better fit in.
- π οΈFixFixed a bug where cards that says "Hits all enemies" only damaged the first enemy in encounter
- π οΈFixFixed a bug where spamming end turn would end up freezing turn order. Also fixed a bug where ending turn right after defeating an enemy in a multi enemy fight would freeze turn order.
v0.4.5.5
30-04-2026βοΈSystemΓ3π¨UIΓ3π οΈFixΓ2
- βοΈSystemCreated 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.
- βοΈSystemAdded 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
- βοΈSystemStarted 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.
- π¨UICard 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
- π¨UIAdded 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.
- π¨UIMade 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.
- π οΈFixPower cards and buffs/effects now correctly stacks instead of doing nothing
- π οΈFixFixed a bug where poison inccorrectly displayed a turn counter of 9999 after migration from old blight mechanic
v0.4.5
29-04-2026π¨UIΓ8πCardsΓ1
- π¨UIA whole new cozy night camp β twilight sky, glowing moon, twinkling stars, layered mountains and pines, a crackling foreground campfire, a lit travelerβs tent, drifting fireflies and rising embers. The choice panels were repainted as warm parchment-style cards with corner glow blooms.
- π¨UICards 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.
- π¨UIβMerchantβs Waresβ 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.
- π¨UIUnified 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).
- π¨UITop HUD no longer overlaps page content. The top bar sits cleanly above titles on every menu screen.
- π¨UICard inspect popups are now twice as large for easier reading, and properly layer above pile viewers when youβre digging through your draw or discard.
- πCardsHavocβs 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.
- π¨UIRemoved the duplicate βBack to Mapβ link in the header (the top HUDβs Map button already does it).
- π¨UIRefreshed 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
29-04-2026π¨UIΓ4π οΈFixΓ2πCardsΓ2πContentΓ1βοΈSystemΓ2
- π¨UIHand cards are larger so artwork no longer feels squished(Not that any exists atm) and full descriptions (e.g. Glacial Brandβs Frostbite text) fit on the card. The hero HUD bar now moved higher up to make room.
- π¨UICards always show their description in hand, fixing Glacial Brand displaying only the generic "Corrosion" line.
- π οΈFixResolved a "Cannot update a component while rendering a different component" warning that fired when an enemyβs lightning charge burst on the player.
- π οΈFixPhantom Strike returned to your deck via Gravewake now correctly re-triggers its replay-from-exhaust effect after being played and exhausted again.
- πCardsAdded 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).
- πCardsWater 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).
- π¨UIRemoved the standalone Deck Builder, Achievements, and Stats entries in favour of a single new Journal button.
- π¨UIBrand-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.
- πContentCards, relics and consumables you have not yet encountered show as silhouettes β the Codex fills in as you play.
- βοΈSystemAct upgrade points have been retired. Completing an act no longer grants act points or unlocks new deck-builder cards β the Journal Compendium replaces that progression hook.
- βοΈSystemRemoved the "Banked" achievement (it tracked unspent act points, which no longer exist).
v0.4.3
28-04-2026π¨UIΓ13βοΈSystemΓ1πCardsΓ6π²EventΓ10β¨RelicΓ1π οΈFixΓ3πContentΓ1
- π¨UICards in hand now glow gold with a pulsing β‘ badge when their conditional bonus is currently active (e.g. "If last card was Fire", "If enemy has Burn").
- π¨UIAdded right click to cancel card activaiton and return to hand
- π¨UIBrowser context menu is suppressed during card drags so right-click cleanly cancels.
- π¨UIInspect overlay now layers above the Draw / Discard pile viewers when clicking to inspect a card from a pile.
- π¨UIAdded a Deck button (top-right) that opens the full deck for the run, matching the map deck view.
- π¨UIAdded biome-aware battle backgrounds (volcanic, flooded, forest, cathedral, stormy plateau) that match the enemy element, with a darker pulsing vignette for boss/elite encounters.
- π¨UIDrag-to-target snap radius tightened β the targeting arrow now only locks onto an enemy when the cursor is right at the panel edge.
- βοΈSystemAdded 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 youβve burned.
- πCardsNew rare Fire attack β Cinder Pact. Cost 0, deal 12 damage, exhausts on play.
- πCardsNew 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.
- π¨UILong-hover tooltip now falls back to the cardβs 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.
- π¨UIAttack 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.
- π¨UIAdded animtaion for draw, discard, exhaust and shuffle actions.
- π¨UIMap node entrance animation roughly twice as fast and noticeably smoother β act reveal, line draw and node fade-in all retimed with a softer easing curve and a gentler scale pop.
- π¨UIDamage preview number now pulses gold with an β 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.
- π²EventAdded 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.
- π²EventThe Forgemaster β craft a custom card from scratch. Pick element β Attack/Block/Multi/DoT β size (small/medium/large), and the Forgemaster forges it into your deck. Cost auto-scales with size.
- π²EventThe Runescribe β etch a permanent rune into one of your cards: +3 power, +2 DoT damage, +1 multi-hit, or β1 cost (Exhaust). Costs 6 Max HP.
- π²EventTwin 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 itβs drawn in, returns next combat).
- π²EventSoulbind 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 cardβs effect type is preserved. Both originals are consumed.
- π²EventThe Glass Engraver β pick a card. It becomes 0-cost, Exhaust on play, and its base power doubles.
- π²EventMemory Spring β pick a card. From now on, that card starts every battle in your opening hand. Costs 5 Max HP.
- π²EventThe 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.
- π²EventThe Gamblerβs 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.
- β¨RelicLibrary Ash (event-only) β heal 2 HP per Exhausted card at the end of each battle.
- πCardsNew 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.
- πCardsNull cards do NOT drop from combat loot. They can only be acquired from shops or the new Risky Bargain event.
- πCardsAdded 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).
- π²EventRisky 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).
- π οΈFixGrass 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.
- πCardsNew 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).
- πContentAdded 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.
- π¨UINew 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.
- π οΈFixFixed a soft-lock where End Turn could double-fire and freeze the game. End-turn execution is now properly guarded(maybe).
- π οΈFixRestored missing Map button on several screens, fixed several card description bugs (Overgrowth in hand, Toxic Aura filter), and converted all BlightβPoison labels in card text.
v0.4.2
25-02-2026π¨UIΓ2π οΈFixΓ1
- π¨UIReworked 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.
- π¨UIDoT 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.
- π οΈFixFixed 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
25-02-2026π¨UIΓ5βοΈSystemΓ1π οΈFixΓ1
- π¨UIEnemies now play a death animation (shrink, fade, desaturate) before loot popup appears.
- π¨UIBlock 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.
- π¨UIBuff rage aura now shows a subtle preview when the enemy's next intent is buff, and intensifies when the buff is actively applied.
- π¨UIPlayer 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.
- βοΈSystemEnemy 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.
- π οΈFixFixed single-enemy block intent writing to wrong state variable (shield now correctly absorbs damage).
- π¨UIMap entrance animation now reliably plays when pressing Start Run (previously only worked on Reset Run).
v0.4.0
25-02-2026π¨UIΓ9π οΈFixΓ2
- π¨UIAdded SVG enemy portraits with unique sprites for every enemy type, element-themed coloring.
- π¨UIEnemies now have idle breathing/pulsing animations.
- π¨UIEnemies flash and shake when hit by player attacks.
- π¨UIEnemies lunge forward when attacking the player.
- π¨UIAdded status effect overlays on enemies β DoT particles, block shield pulse, buff rage aura, and low-HP warning glow.
- π¨UICards can now be dragged onto enemies with a targeting arrow.
- π¨UIDraw and discard piles are now inspectable by clicking on them.
- π¨UIRedesigned card hand with fan layout, energy orb, and end-turn button.
- π οΈFixFixed loot screen hover preview not displaying card details (missing z-index and overflow clipping).
- π οΈFixFixed discard pile being shuffled back into draw pile every turn β now only reshuffles when draw pile lacks enough cards to fill hand.
- π¨UIRedesigned map with pirate/parchment theme and new node icons.
v0.3.9
10-10-2025βοΈSystemΓ2π¨UIΓ7π²EventΓ2β’UpdateΓ3
- βοΈSystemAdded consumable items to the game.
- βοΈSystemAdded dual fights to the game, allowing players to face two enemies at once (only in elite rooms for now).
- π¨UIAdded inventory button to access and use consumables from the map screen.
- π¨UIRemoved 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).
- π¨UIMade lines between nodes dotted until a path is traveled.
- π¨UIAdded consumables to shop inventory for purchase using gold.
- π¨UIAdded inventory button to see consumables from the shop screen.
- π¨UIAdded inventory screen to use consumables in battle.
- π¨UIUpdated icon for burn effect and enemy attack.
- π²EventAdded a new exiting and addicting event.
- π²EventEvents are now randomly placed on the map and can only be encountered once per run (unique).
- β’UpdateAdded a new lightning enemy with unique mechanics.
- β’UpdateAdded new variations of base enemies that focus on dot.
- β’UpdateAdded a setting to toggle battle Log, default off.
v0.3.8
09-10-2025π¨UIΓ1π οΈFixΓ2β¨RelicΓ1β’UpdateΓ1
- π¨UIAdded a deck view overlay accessible via the deck icon in stats panel.
- π οΈFixFixed an issue where deck overlay would overflow when too many cards were present, added scrolling.
- π οΈFixFixed a bug where Demon Slayer relic would not appear in the reward screen after defeating the demon.
- β¨RelicReworked Demon slayer chip to Lifesteal 10% of all damage you deal (previously gave +1 damage).
- β’UpdateAdded relics view to the deck overlay, showing all current relics with descriptions.
v0.3.7
09-10-2025π¨UIΓ3βοΈSystemΓ1β’UpdateΓ3β¨RelicΓ1π οΈFixΓ3
- π¨UIReworked map generation using Poisson disc Sampling for more organic layouts and spacing.
- π¨UIReworked map ui, new icons and new layout for player stats.
- π¨UIAdded a deck view overlay accessible via the deck icon in stats panel.
- βοΈSystemAdded gold currency, starting at 50 gold per run.
- β’UpdateAdded shop nodes to the map, allowing players to buy cards, relics, and healing using gold.
- β¨RelicReworked campfire kettle to use the new gold system for tiny shop.
- β’UpdateIf any shop is entered with full HP the heal option is replaced with a card of higher rarity.
- β’UpdateBoth shops now have scalable card rarity based on map act.
- π οΈFixFixed a bug when refreshing on the map would regenerate the map and lose progress.
- π οΈFixFixed a bug where the map would not scroll to the current node on load.
- π οΈFixFixed a bug when refreshing during combat would draw extra cards and softlock combat.
v0.3.6
21-09-2025β’UpdateΓ1π οΈFixΓ1
- β’UpdateAdded unique mechanics for all bosses.
- π οΈFixFixed a bug where damage over time was not applied correctly.
v0.3.5
21-09-2025π²EventΓ1β’UpdateΓ6β¨RelicΓ1π οΈFixΓ1
- π²EventDemon Pact now grants a special card β Infernal Contract β instead of a permanent boss relic. Playing it activates a random unowned Boss relic for 4 of your turns (upgraded: pick the relic). The card Exhausts.
- β’UpdateAdded 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’UpdateExcludes start-of-battle-only boss relics (no effect mid-fight). The upgraded relic picker closes on selection to prevent double activation. Card descriptions and in-hand short text clarify Exhaust and upgraded behavior.
- β’UpdateThe event demon remains exclusive to the event and does not appear in the elite pool.
- β¨RelicInsight Sigil β hovering combat nodes reveals the enemy element (e.g., Fire, Water, Grass).
- π οΈFixBug Fixes:
- β’UpdateAnticipate now reacts to attacks and Burst (charged attacks).
- β’UpdateAnticipate against block now draws correctly.
- β’UpdateCombust Chain triggers properly.
v0.3.4
21-09-2025π¨UIΓ3β’UpdateΓ4
- π¨UIAdded event nodes with a Demon Pact encounter (unique per run). Accept the pact for -20% Max HP and gain a powerful boss relic, or refuse and fight the demon.
- β’UpdateIntroduced a new element βdemonicβ β neutral vs Fire/Grass, weak to Water.
- β’UpdateNew βCurseβ intent β Soul Bind locks your right-most card for 3 turns. The curse name now appears on current and queued intents with tooltips, and a player status chip shows remaining turns.
- π¨UIEvent 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’UpdateAdded a special permanent chip βDemon Slayerβ for defeating the demon, with distinct violet styling and an icon in battle and on the summary page.
- β’UpdateUpdated element typings and visuals to support demonic cards; (none exist yet).
- π¨UIEvent encounters are unique and can only be encountered once during a run.
v0.3.3
19-09-2025πCardsΓ5π¨UIΓ1β’UpdateΓ1
- πCardsAdded three new skills β Combust Chain (Fire, Common), Undercurrent (Water, Uncommon), and Blight Alchemy (Grass, Rare).
- πCardsAnticipate now reacts to Burst (charged attacks).
- πCardsRedirection now triggers on heavy Burst and immediately shows a "Reflect 50%" status chip until the end of the enemy turn.
- πCardsDisrupt and Pacify no longer log their effects twice.
- πCardsImplemented meaningful upgrades for Anticipate, Disrupt, Pacify, and Redirection; battle logic scales accordingly.
- π¨UIUpgrade Preview now shows correct upgraded descriptions for special skills and the new cards.
- β’UpdateSpyglass intent preview applies to normal fights as well; intent pipeline unified across fight types.
v0.3.2
18-09-2025π¨UIΓ2πCardsΓ2β’UpdateΓ1β¨RelicΓ2π οΈFixΓ1
- π¨UIBottom Feeder moved to the hero panel as a compact chip with a tooltip showing the bottom card (name, element, type).
- π¨UIEnemy intent chips now wrap within the enemy panel so long labels fit without overflowing.
- πCardsAdded visible effect type labels (Attack/Block/Multi/DoT/Buff/Convert/Curse) shown once in the footer.
- πCardsEcho Shard-created copies are visually distinct with an βEchoβ ribbon and subtle blue glow.
- β’UpdateAdded a hero-side βCurses: Nβ chip with a tooltip listing curse names (e.g., Cursed Coin) for visibility.
- β¨RelicTreasure Sense now always grants a Cursed Coin on pickup (unified in relic add flow); removed a duplicate add from loot handling.
- β¨RelicAdded new relics: Resin Coating (Block β Shield), Leech Bloom (DoT heal), Spyglass (+1 intent preview), Camp Kettle (tiny shop at Rests).
- π οΈFixFixed a bug where drawing a single curse could trigger the draw penalty twice it now applies exactly once per drawn curse.
v0.3.1
18-09-2025π¨UIΓ3π οΈFixΓ1β’UpdateΓ5
- π¨UISeeded random placement of Rest/Elite/Treasure per run and act; dynamic map generation scales with act and remains deterministic within a run.
- π¨UISpecial nodes are now visible at a glance via badges (βοΈ Elite, β Rest, π Treasure, π Boss).
- π οΈFixFixed grass DoT from Warden of the Wilds and ensured enemy-applied DoTs tick on the player each enemy turn with proper durations.
- β’UpdateClarified damage order so incoming damage reduces Block first, then Shield, then HP.
- β’UpdateBurst (charged attack) now shows its damage number inline with a subtle pulse animation.
- β’UpdateBoss/Elite queued intent tooltips now appear below the chips for better readability, no longer overlapping.
- β’UpdateEliminated 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.
- π¨UILoot modal layout stabilized (no hover shift) and compacted to reduce wasted space while keeping previews consistent.
- β’UpdateAdded a new basic water enemy (Tide Sprite) to diversify early encounters.
v0.3.0
17-09-2025β’UpdateΓ3π¨UIΓ1π οΈFixΓ1
- β’UpdateAdded in-combat right-click card inspect with zoom animation.
- π¨UIInspector closes via backdrop click or Esc for quick review flow.
- π οΈFixFixed refresh edge-case causing opening hand to overdraw.
- β’Updateenemy/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
15-09-2025β’UpdateΓ7β¨RelicΓ1π οΈFixΓ1
- β’Updatedeterministic 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’UpdateShield 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.
- β¨Relicstart-of-battle and per-turn block, extra energy, extra draw, and element-specific damage bonuses.
- β’UpdateElite nodes grant an extra upgraded bonus card; Treasure nodes offer a random not-owned relic.
- π οΈFixunified trading-card styling and fixed description overflow in combat; consistent "+" naming for upgrades.