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Draft of Darkness News

Draft of Darkness v1.0 is OUT NOW!



Draft of Darkness has finally exited Early Access and is now available in v1.0!

If you've played the pre-release test version, you'll have the opportunity to import your testing branch save file when you first launch the game.

The full version now includes the Part II story campaign, new areas, new characters and more.

To celebrate, improved gamepad support is now available!

It's time to survive the Darkness!

Survival horror deck-builder Draft of Darkness launches August 23rd

Blending together survival, horror, a deck builder and roguelike dungeon exploration - Draft of Darkness has a little bit of everything.

Read the full article here: https://www.gamingonlinux.com/2023/08/survival-horror-deck-builder-draft-of-darkness-launches-august-23rd

v1.0 Release Date Announcement

Draft of Darkness was released in Early Access back in July 2021. Now, we are thrilled to announce that the game is all set to transform into v1.0 on the 23rd of August!

[previewyoutube][/previewyoutube]

During the Early Access phase, we received invaluable feedback and suggestions from our dedicated players, which has played a significant role in shaping Draft of Darkness into what it is today. Let's take a moment to reflect on our Early Access journey together!

[h2]Embrace New Heroes[/h2]
Four survivors have been added to the roster of heroes, brandishing the five new weapons. Meet Rene, whose Chainsaw mastery lets her slice through zombies with deadly precision, complemented by the acid-spewing Spray Gun that melts enemies away. Ivan harnesses the power of Darkness through his Dark Cannon and fights alongside his loyal robo-dog companion, Leo. Freya's Crossbow skills exhibit unparalleled accuracy, while her protective Shield safeguards allies from harm. Last but not least, Echo, the final unlockable hero, boasts the flexibility of wielding all weapons, empowering you to devise creative synergies.



[h2]Enlist Powerful Companions[/h2]
You won't face the darkness alone. With the inclusion of five new companion archetypes - Chemist, Brute, Leo (exclusive to Ivan), Mascot, and Reverend - and four variants - Sergeant, Outlaw, Fugitive, C. Candy - you will have a diverse array of allies to aid you on your perilous journey. Each companion possesses unique weapons and perks that are essential for survival in the Draft of Darkness.



Overall, there has been 265+ new cards added over Early Access, summing up to a total of more than 400 cards!

[h2]Discover New Areas[/h2]
Two new areas have been added during Early Access: the Factory with its blood and rust-covered walls, and the ominous Lair, the heart of Darkness itself. As you explore these uncharted territories, you'll encounter over 58 new decision events, face 22 additional enemies, and challenge yourself with 11 new boss fights! Your choices in Part 2 of the story will determine which of the three final bosses you'll confront and which of the three endings you'll experience.



[h2]Improvements & New Mechanics[/h2]
[h3]Darkness Level[/h3]
Prepare for a heightened challenge in the dark corners of the maps with the Darkness Level feature. As you explore each area, be mindful of your choices, as facing tougher enemies and suffering debilitating effects awaits those who linger too long. This addition aims to introduce a higher risk-reward dynamic to exploration while maintaining a faster pace. The Darkness Level also replaces the previous hidden "Karma" system.



[h3]Improved Metaprogression[/h3]
Dive into the game with more control over your runs through the introduction of Starting Items & Perks. Now, you can choose from a selection of unlockable Perks and Items to kickstart your adventures. Have some extra credits to spare? Unlock new Starting Items and Perks to expand your arsenal and customize your experience.



Preserving Items has also been enhanced. Now, you can preserve one item per run without fear of it being destroyed, and choose from the last 5 preserved items at the beginning of your new run.

[h3]Improved Combat[/h3]
Embrace the new possibilities brought by Card Upgrades. Push the limits of your decks further by upgrading cards between areas or through consumables and various events, adding depth and strategy to your battles.



Early Access started with somewhat confusing power and defense values, which have since been simplified and fine-tuned during the course of development, resulting in improved progression of power and defense throughout runs.

[h3]Streamlined Equipment Management[/h3]
Managing your Equipment has become more user-friendly and efficient compared to the early stages of Early Access. Simplified tooltips enable easier attribute comparison, helping you make informed decisions about your gear.



With the introduction of Equipment Moves, looting becomes more impactful, allowing you to directly enhance your decks.

[h3]Enhanced User Interface[/h3]
Instead of a cluttered item bar, a cleaner and more organized item bar now await you. With enhanced filtering, sorting, and search options, navigating the content has become a more seamless experience. Additionally, the new Archive lets you access all the cards, items, and enemies in the game, while the improved Flowchart offers better insights into the overarching story, providing valuable clues for your journey.



[h2]v1.0 Release and Beyond[/h2]
We're excited to announce that Draft of Darkness will be officially released from Early Access, launching as version 1.0 on Steam on August 23rd. The release price will be $14.99 USD.



Following the release, we remain committed to supporting the game just as before. Your feedback and suggestions are invaluable to us, so feel free to join our Discord server and be part of the ongoing journey to make Draft of Darkness even better.

As promised, we're also working on the v1.1 patch, which will introduce the Custom Run Mode. This mode offers a unique opportunity to experience the Draft of Darkness without the story, while facing additional challenges.

Get ready for an enhanced, more thrilling experience as you embark on your journey through the darkness. Stay tuned for the full release of Draft of Darkness and prepare to face the challenges that lie ahead!

Update v0.11.3: Crossbow & Shield, Card Upgrades, New Cards and Events

The patch v0.11.3 has been released in the Testing branch. Due to my focus on development, I couldn't catch the opportunity to write articles for each update in the Testing branch. However, let's discuss them now!

This update is currently in the "Testing" beta branch on Steam, and not available on the main branch. You can play this branch and give suggestions to help get it ready for the v1.0 release. Your feedback is valuable!

[h2]New Hero: Freya[/h2]
Freya, a hero located in one of the cells in the Factory, is equipped with the new Crossbow and Shield weapons. The Crossbow operates on two main principles: Bolts and Shots. Bolts modify your attacks in various ways, such as increasing their impact, making them lightweight for low energy consumption, or imbuing them with different damage types. With these modified effects, Shots can be used to inflict damage on enemies in diverse ways.



The Shield revolves around Block mechanics and group defense. It allows you to acquire and provide Block and defense to your allies, redirect damage towards yourself, and utilize different Stances to transform your defense into various advantages. Additionally, you have the ability to shield your allies from harmful conditions and absorb them to restore your own health.



The Crossbow was one of the weapon ideas suggested in our Discord server, thanks to @Ammako for the contribution! As a prominent weapon often seen in survival games and movies, the concept of a weapon with retrievable ammunition felt perfectly suited for DoD. On the other hand, the Shield was introduced to address the need for defense-focused combat and to support the underdeveloped block mechanics that were previously spread across different weapons.



[h2]New Hero: Echo[/h2]
With the inclusion of all these new weapons, there has been a popular request to add a character who can utilize all of them. Echo is unlocked once you have unlocked all the other characters, granting the ability to equip any combination of weapons and build decks with synergies that were previously impossible. The only drawback is that Echo does not possess any unique perks and can only equip shared perks.



[h2]New Companions[/h2]
In addition, two new companions have been added to the game: Mascot and Reverend. To unlock these companions, you can assist the injured Mascot found in the Streets and complete tasks for the Old Devout located in the Lair.



Mascot specializes in using the Flashlight and Shield, serving as a powerful support character who can initiate combat and provide additional resources to your survivors through their unique perks. On the other hand, Reverend wields the Dark Weapon and Flashlight, combining burn damage and dark damage in formidable ways. Reverend excels as a support character with timeline and deck manipulation moves while also being capable of dealing heavy damage when the situation calls for it.

[h2]Move Upgrades[/h2]
Along with deckbuilding, DoD contains RPG elements to make the characters stronger over time. Since card upgrades allow for interesting modifications to the cards and put more emphasis on deckbuilding -also with many suggestions coming from you- I've decided to implement it. Now, you can upgrade your moves at the Rest screen, between each area. This addition requires you to carefully consider how to allocate your Dust, as it is also used for card removal and character healing. Moreover, there are more opportunities to upgrade your cards. You can utilize the new "VR Headset" event to merge move copies to upgrade them, or upgrade all your "Starter" moves at once. There is also a new consumable called "Darkness Remains", which serves as another method to upgrade moves. Keep in mind that, you cannot directly upgrade equipment-tied moves. Instead, you need to upgrade the equipment piece, which will also upgrade its move.



[h2]More Synergy[/h2]
Balancing deckbuilding and RPG progression is a challenging task. If one aspect becomes too dominant, the other may lose its relevance. In Draft of Darkness, you have the potential to achieve power by both improving your character's attributes and enhancing your deck. Success can be attained by strategically selecting the optimal path for character leveling, making wise equipment choices, and effectively managing resources.
That being said, it became evident that certain decks lacked the synergistic edge necessary to unlock their full potential and provide emergent complexity. Taking your feedback into account, we have made adjustments to several cards and items to foster more synergy during deckbuilding. Particularly, we have reworked and added new cards to older weapons such as the Pistol, Knife, Flashlight, Syringe, Spray Gun, and others.

  • Pistol: Added new, more synergistic cards. Changed Dodge to Block for some of the cards to demote Dodge stacking.
  • Flashlight: Changed staggering mechanics to be more balanced and synergistic. Added some powerful support moves that can be used both for party support and for supporting other weapon moves in the same deck.
  • Knife: Reworked "Stealth Blow" card to demote Stealth stacking. Added more synergy possibilities with Stealth, weapon switching and hit count.
  • Syringe: Merged seperate condition manipulation effects together (into Cleanse and Demoralizing Drug). Reworked some of the cards to be more synergistic. With the newly added "Refill" move, Syringe is now both a good secondary weapon for a character, as well as a good main weapon for a support character.
  • Chainsaw/Axe: Improved self-damage themes, making them much more powerful. Reworked "Injury" condition to be both a debuff and a way to inflict percentage-based damage.
  • Spray Gun: Added a possibility to craft resources on the go. Added more synergy with card creation. Reworked "Stir" into a more easy to use card draw alternative.
  • Shotgun: Added more synergy with other weapons.
  • Dark Weapon: The new "Ritual of Darkness" card can be used to use cards by paying Health, which can be a way to conserve resources or synergy with self-damage. Added more timeline manipulation combo possibilities.
  • Unarmed: Reworked hard to use moves into more synergistic and easier to use ones.


[h2]Small Improvements with Big Effects[/h2]
There have been several smaller changes that can be classified as important quality-of-life upgrades or gameplay improvements.

[h3]Improved Alternative Weapon Switching[/h3]
Previously, when you had weapons equipped in your secondary weapon slots, you had to click a separate button during encounters and spend 1 Energy to switch to that weapon set. However, with this new change, that extra step is no longer necessary. Now, when you use a weapon move that requires a weapon from your alternate slots, the character will automatically swap to the alternate weapons. These moves will be marked with a "weapon swap" icon next to their energy cost, and the displayed energy cost will include the cost of swapping weapons. This eliminates the need for manual weapon swapping and makes these mechanics much easier to use.



Furthermore, cards associated with the weapons equipped in the alternate slots will now be added directly to your deck. This removes the unnecessarily complex mechanics where moves from the same slot would transform into each other when you switched weapons.

[h3]Equipment Levels Syncing to Characters[/h3]
We have received frequent feedback showing that, despite various improvements made to the equipment system during the Early Access phase, it still felt burdensome for some players due to the frequent equipment drops and minimal attribute changes caused by equipment level differences.

To address these concerns, we aimed to remove the "level" factor from the equipment system and simplify the deciding factors to two: the type and rarity of the equipment. Equipment loot will now automatically synchronize with the character's level. In the Level-Up window, any attribute changes caused by the equipment the character is wearing will be highlighted in blue. The frequency of equipment drops from encounters and chests has been significantly reduced. In order to balance the economy, the selling prices have been increased from 15% of the item's cost to 40% (the exact percentage may vary depending on the difficulty setting).

To summerize, our aim is to maintain the impact of equipment while minimizing the need to constantly change gear to match their level progression. Once you have equipped the weapon and clothing that you are satisfied with, there should be little requirement to alter them unless you desire different attribute bonuses or come across equipment with higher rarities.

[h3]Encounter Trigger Improvements[/h3]
When enemies display the "Disabled" icon during exploration (such as when you use a Smoke Grenade or when you Flee), you have the option to manually trigger them by moving towards their exact tile. This allows you to ambush them, inflicting the "Blinded" and "Weak" statuses on all enemies. In addition to being a tool for avoiding enemies, Smoke Grenades become a useful item for gaining an advantage over enemies.



Another improvement has been made to merging encounters. When you trigger two encounters simultaneously by moving into their shared tile, any enemies exceeding the "3 enemy" limit will be added with the "Horde" status effect. Defeating an enemy with the "Horde" status effect will summon these additional enemies.

[h3]Encounter Timing Overhaul[/h3]
There has recently been an overhaul in how the timing of different effects in encounters is handled. While this may not be immediately noticeable, it has two significant effects. Firstly, it resolves long-standing bugs that would occur when two conflicting effects, such as conditions or item effects, would trigger at once. Secondly, it enables the implementation of card queuing. When you play cards consecutively, the next card will be queued and automatically triggered once the currently played card resolves. Currently, this queuing feature is limited to one card, but I should be able to expand it once all potential issues are addressed.

[h2]Other Additions[/h2]
Furthermore, there have been several smaller non-gameplay changes. These include:
* The addition of 58 new models and decals to enhance the scenery of each level.
* New sound effects for enemies during exploration, allowing you to better sense their presence while exploring the map.
* New sound effects when enemies are injured by attacks.
* New music tracks for normal and boss encounters in each area, along with a track for the final bosses.

Given the length of this post, I will omit including the detailed changelog here. However, you can join our Discord Server for a comprehensive view of the changelogs. It's worth noting that there are many other changes that I haven't delved into detail in this article, including item charge counters, new Lair area bosses, and starter deck size increase up to 12 moves.

We are rapidly approaching the v1.0 release, and during this time, if you don't mind spoilers, feel free to try out the "testing" branch by switching to the beta on Steam. Your feedback is always greatly appreciated. Thanks for your support!

Update v0.10.0: Lair Area and Part II Available in Testing Branch

The patch v0.10.0 has been released in the Testing branch. This patch includes Part II story events, a new Lair Area, 7 new enemies, 1 area boss, 5 story bosses, new items, balance changes and fixes!

This update is currently in the "Testing" beta branch on Steam, and not available on the main branch. You can join the testing and give suggestions to help get it ready for the v1.0 release. More information below!

[h2]Part II Story Events[/h2]
The remaining events of the story, along with the story endings, are now available. If you have already completed Part I, which was the part of the story available during Early Access, you can now pick up where you left off. The new events take place in the Factory and the Lair areas, where you will be able to reach one of three endings, depending on the path you take in these events. Note that any story-related element in the testing branch may change.

[h2]New Flowchart[/h2]
The "flowchart" section in the game serves as a guide for players to navigate the story and get clues on how to progress forward. However, there were some issues with the previous flowchart. The layout was not user-friendly and it was difficult to get an overall view of the chart. With the newly designed flowchart, all the nodes are presented in a more concise manner, even with the addition of nodes for Part II. In the new flowchart, more "clue" images have been added to make it easier to get a hint on what to do next. It is also possible to zoom in and out freely to see the overarching story.



Additionally, you can use the "Reset Part II" functionality in the flowchart to start again in the second part of the story. This allows you to alter your decisions and reach another ending without replaying Part I.

[h2]New Area: The Lair[/h2]
The newest area added to DoD is The Lair. This area is the biggest area in the game and, unlike other areas, consists of two sections: the cave and the lab. When you first enter the Lair, you will start exploring the medieval-themed cave section and notice that the inner laboratories are locked up. There are a few ways to gain access to the labs: you can use the required items and pass skill requirements to break open the access panel, or you can find clues and solve the procedurally generated pattern lock puzzle. Be aware that the corridors of both the cave and the lab are filled with distinct and dangerous enemies.



[h2]New Enemies for The Residence and The Lair[/h2]
Five brand new enemies are added to the game, showing up in the new Lair area:
Custodian: Towering in their mighty armors, these enemies look like lifeless statues at first glance. As time passes, custodians will grow stronger with each layer of condition affecting them.
Advisor: These robed dark figures prowl in the shadows of the caves and inflict powerful buffs and debuffs. If you don't burn away the Darkness infesting their bodies, you will be afflicted with a deadly "curse."
Butcher: Blood-hungry butchers will build up Brace and devastate you with powerful physical and acid attacks if you are not careful.
Zombie Assistant: The lab assistants are reanimated, and their bodies have given in to the virus. They will throw any chemicals they can get their hands on at you, inflicting heavy acid damage.
Lurker: Bodies heavily infected with the Darkness were once used as secret weapons due to their ferocious offensive nature. They stay dormant until provoked but become bloodthirsty killers once disturbed.
Apart from the Lair area enemies, two new wasp variants are added to the Residence. The new area boss, "Queen Wasp," also guards the exit gate of the Lair.



[h2]New Story Bosses[/h2]
Five new story bosses have been added, including two mid-story fights and three ending bosses. During the design process, we placed great importance on avoiding "gimmicks" as much as possible, especially for the ending bosses. These bosses currently only appear during story events, but they have also been structured in a way that allows them to be used as regular area bosses in a future Custom Run Mode. To avoid spoilers, I won't go into detail about the new bosses. You can expect a challenge from the ending bosses, as we believe they will need some adjustments to achieve the right level of difficulty. Please feel free to give us your feedback either through our Discord server, Steam forums, or in-game reporting tool.



[h2]Balance Changes and Fixes[/h2]
Many adjustments have been made to the content in general. Weaker trophy items have been buffed or reworked to make the choice between them more meaningful. Some of the less popular and difficult to use cards have been changed to make them easier to include in decks. To make balancing enemy attributes easier, a tier-based system has been introduced. This means that all attributes are classified into tiers, such as "Low", "Medium", or "High". Enemies with the same HP tier will have the same health value and progression per level, which should help keep them in a similar difficulty level.

Alongside various bugfixes, some of the text in the game also went through proofreading to fix typos and language errors. It's in the plan to do proofreading for the rest of the content before v1.0.



[h2]Testing Branch[/h2]
The v0.10.0 patch is now available on a separate branch on Steam called "Testing." To access the update, go to the "Properties" menu for Draft of Darkness, navigate to "BETAS," and switch to this branch using the dropdown box. This branch will get more regular updates and fixes which may cause run wipes and save wipes (main branch save file won't be affected).



One reason for using a separate branch is to thoroughly test the new content without spoiling it or breaking save files for players who don't want to join testing. So far, we have done an excellent job of maintaining overall progress and have not needed to wipe saves throughout the Alpha and Early Access phases. To continue this trend, new content will only be available in the Testing branch before the full release. Accessing the Testing branch will automatically clone your save file, and all progress in this branch will be omitted when you switch back to the main branch. That said, I'm planning to add a way to import back the testing branch save to the main branch.

My original plan was to release Part II directly into the main branch. Regrettably, the game's size and the fact that it was being developed solo with a small internal testing team led to a period without updates due to the long development time required. With this approach, you will be able to access the content earlier, and in turn, help Draft of Darkness come out in a better state at the time of full release.

Note: Fixes, balance changes and improvement changes from this patch will also be applied to the main branch next week.

[h2]Future Plans[/h2]
As we approach v1.0, DoD still requires some testing and polishing. There will be yet another content patch that adds the promised two new weapons, new hero, and companions. The new weapons that will be added are determined as "Crossbow" (original idea by @Ammako) and "Shield". The cards for these weapons are currently in development.

There are several other planned additions for Draft of Darkness, such as missing enemies in newer areas, more scenery and non-story events, rotation bosses in the Lair area, improved controller support etc. These updates will be made available earlier on the Testing branch and will be added to the main branch upon full release.

I plan to complete the development of all remaining content within the next months and allocate enough time for marketing and polishing. While I wasn't able to stick to the initial plan during Early Access, I am doing my best to bring Draft of Darkness to a satisfactory state and taking the necessary time to do so. Hopefully, we will reach that goal by the second-year mark of DoD's Early Access. Thanks for your patience and support!

[h2]> Updated Roadmap[/h2]

[h2]Update Notes for Patch v0.10.0 (Testing)[/h2]
[h3]Improvement[/h3]
* New Flowchart: The new flowchart represents the story events in a more compact and clear manner.
* Added animations to exploration phase health bars.
* Changed character sprites for Mona and Cian.
* Added custom event icons for events Mona and Cian.
* Many technical improvements.
* Mona and Cian events can now be used to fast travel to.
* Added a card play counter to the encounter screen to make it easier to keep track of Combo mechanics.
* Implemented save cloning for testing on a separate branch.
* Re-enabled in-game player reports.
* Added "Difficulty" into the run ending screen.
[h3]Content[/h3]
* Lair Area added.
* Part II Story Events are added.
* New Enemies added: Zombie Assistant, Butcher, Custodian, Advisor, Lurker, Acid Wasp, Blood Wasp.
* New Area Boss added: Queen Wasp.
* New Story Bosses added: Cian, Mona, Daemon, Factory Chief, Organization Boss
* Removed Part I End message.
* (Item/Consumable) Behavioral Adjustment Pill: Change target's perk to another random perk they could have. [Credits: Twidge#8731]
* (Item/Trophy) Adaptive Cushion: After the possessor is struck with an attack, they temporarily gain 40 defense for that damage type, but their defenses for other damage types are reduced by 10. [Credits: Twidge#8731]
* (Item/Trophy) Red Eyeball: Critical strikes will reduce enemy defenses for other damage types by 100% for the next attack they receive.
* (Item/Trophy) Vertigo Emitter Mk1: Once per encounter, select a target and swap all conditions to a random condition of opposite type. [Credits: Strikeing#1158]
Changes
* All enemy Health, Power and Defence values are adjusted and structured into a tier-based system for better and easier balance. Instead of being independent for each enemy, these attributes are now designated by common "Low", "Medium", "High" etc. tiers.
* (Enemy) Puppet / Twitching Puppet: "Mince" Base Damage 1->0.5.
* (Enemy) Daemon: "Retaliate" Base Damage 1->0.6.
* (Enemy) Brain Artifact: No longer has Bleeding Immunity.
* (Enemy) Shield: No longer has Bleeding Immunity.
* (Enemy) Great Shield: No longer has Bleeding Immunity.
* (Enemy) Incubator: Has Melee Resistance instead of Ranged Resistance.
* (Item) Radi-Bye: Also gives Cytotoxic Immunity 1.
* (Item) Ceramic Parrot: Increases damage by 30% instead of base damage by 0.25.
* (Item) Old Backpack: The requirements for Hand Size increases are reduced (+2 Hand Size 24->20, +3 Hand Size 30->24).
* (Item) Banana Peel: Crit. Chance increase 25%->30%.
* (Item) Broken Syringe: Bleeding applied 2->4.
* (Item) Cross of Faith: Hand Size increase 1->2.
* (Item) Fake Cinnamon Roll: Crit. Chance increase 25%->30%.
* (Item) Filthy Needle: Poisoned max. effect increase 50%->40%.
* (Item) Focusing Lens: Photophobia chance 50%->100%.
* (Item) Kaleidoscope: More inclined to reduce the energy cost.
* (Item) Kunai: Triggers every 3rd damage instead of 5th. Damage caused by Kunai won't count towards itself.
* (Item) Metal Vice: Changed to increase all direct damage by 30% instead of affecting power multiplier.
* (Item) Nazar Bead: The chance to trigger is increased when an ally is critically low on HP.
* (Item) Old Coupon: Discount count 3->5.
* (Item) Clay Figure: First turn Hand Size increase 2->4.
* (Item) Razor Blade: Damage increase 25%->40%.
* (Item) Magnifying Glass: Intelligence increase 3->4.
* (Item) Reverse Card: Stacks transferred 2->4.
* (Item) Spiked Collar: Speed increase 5%->10%.
* (Item) Suppressor: Damage reduction 30%->10%.
* (Item) Tape Recorder: Changed to give status Retainer 3 allowing to retain cards between turns.
* (Item) Sphygmomanometer: Adrenaline effect increase 10%->20%.
* (Card/Pistol) Self Assured: Now does not consume Courage.
* (Card/Flashlight) Betrayal: Battery Charge Cost 1->0.
* (Card/Flashlight) Flash Step: Now reduces the energy cost of drawn moves by 1.
* (Card/Flashlight) Maul: Base Phys. Damage 1->1.25. The repetition effect triggers when target has any disability instead of only Blinded.
* (Card/Flashlight) Ricocheting Beam: Base Burn Damage 1->1.2.
* (Card/Flashlight) Snap Out Of It: Battery Charge Cost 1->0.
* (Card/Flashlight) Sunburn: Now deals 0.2x damage per condition layer instead of per condition.
* (Card/Flashlight) 30,000 Lumens: Energy Cost 10->6; Battery Charge Cost 10->5.
* (Card/Knife) Out for Blood: Energy Cost 3->0.
* (Card/Syringe) Blinding Needle: Additionally applies Sickly 2.
* (Card/Axe) Vicious Assault: Now applies Bleeding equal to sum of Riposte on yourself and target. Riposte of the owner won't be removed.
* (Card/Spray Gun) Potent Additive: Now affects only resource-costing moves.
* (Card/Robot) Wormhole: Energy Cost 1->2. Battery Charge Cost 3->1.
* (Card/Robot) Dynamo: Reworked to "Select and shuffle up to 5 move(s) from your discard pile to draw pile, gain 1 temporary resource for each move. If the move requires no resource, restore 1 energy."
* (Card/Unarmed) Load Bag: Removed the requirement for being unarmed.
* (Card/Unarmed) Accumulate: Discard Count 2->3. Physical Dmg Increase 2->100%.
* (Card/Unarmed) Buildup: No longer a "One Shot" move.
* (Weak Card/Spray Gun) Weak Spray: Changed to Melee Damage.
* (Status/Perk) Doctor: Reworked to "Whenever you use a move with a mend effect, remove 1 layer of disability from the target."
* (Status/Perk) Maimer: Reworked to "Whenever you use a move with a mend effect, remove 1 layer of ability from an enemy."
* (Decision Event) Levers: Added a new choice allowing to receive 1x"Behavioral Adjustment Pill".
[h3]Fixes[/h3]
* Fixed environmental effects (Radiation) not properly being applied to party members.
* Fixed Rusted Kettle and some of the perks not affecting damage values and cards with a base damage below 0.5x.
* Fixed infusions triggering with non-physical damage moves.
* Fixed "Repeating Shot" not triggering critical strikes.
* Fixed "Unicorn Mask" affecting moves with no physical and burn damage.
* Fixed "Ceramic Parrot" affecting moves with nullified damage.
* Carve card is properly classified as Weak.
* Fixed "Sick Stranger" event blocking paths.
* Fixed a typo in "Acid Knife" card.
* Fixed missing tooltip for "Dark Wave" card.
* Fixed various typos.
* Notes and some of the events went through proofreading.
* Fixed an issue with Weak cards and base value view in the details window.
* Fixed "Flame Thrower" move erroneously classified as a run card.
* Fixed "Flammable Substance", "Inaccurate Eruption" and "Melt Iron" erroneously classified as common.
* Fixed damage types not correctly being marked as ranged or melee damage in certain cases.
* Fixed "Lube Up" card effect not clearing.
* Fixed Dodge condition not triggering for Corrosion applying attacks.
* Fixed "Prod" card affecting only physical and burn damage.
* Fixed moving encounter icons on the map getting stuck.
* Fixed filtering and sorting in the Archive window.
* Fixed scroll view automatically scrolling to the top when an item is bought.