Wetlands Beta Patch #3
Took a little longer to push out this more sizeable patch, due to various overlapping issues, in particular the sometimes huge unpredictable swings in enemy damage that can happen. Ended up cannibalizing what should have been 2-3 smaller patches all in to one.
But this should have us most of the way towards releasing the Wetlands Update out of Beta!
Come join the discussions in the Discord!
But this should have us most of the way towards releasing the Wetlands Update out of Beta!

[Features]
- Reworked Vulnerable, Crippled, and Charge so that their effects are temporarily suppressed/delayed til end of turn when used by the AI, so that players are not surprised by massive unpredicted damage from multiple AIs combo-ing their moves in a single turn
[Balance Changes]
- Buffed Trip's base Weak values from 1->3
- Buffed Flail's base Weak and Vulnerable values from 1->3
- Buffed Tail Drum's base values for Block from 5->8 and Counter from 4->15
- Reduced Bristle base cost by 1
- Reduced the amount of Block gained in Ride By upgrades
- Tweaked Grey Shade AI to be less overwhelming by switching away from Charge and Vulnerable, to gradually upping Strength instead
- Fixed Grey Shade AI checking the block on player monsters instead of its allies when considering whether to apply block to its allies
- Tweaked Long Necked Burgoon so it no longer sometimes gets stuck looping on a single move in certain conditions
- Fixed Long Necked Burgoon AI where it would act aggressively/defensively in situations where it wanted to do the opposite
- Tweaked Cyclopsian Viper AI to stack more Toxic when it acts defensively
- Tweaked Cyclopsian Viper AI to deal more and scaling amounts of Poison depending on quest difficulty
- Reworked Stag Beetle AI, replacing Counteract with new Countercharge token, and ramping various token amounts to quest difficulty
[Bug Fixes]
- Fixed Academy Group toggles sometimes not enabling when monsters are removed from the team beforehand
- Fixed Fugue tooltip erroneously suggesting that all Card Removals cost health, when that is only the case for removing Ailments
- Fixed one of the new events softlocking due to a missing connection
[Combat Bugs]
- Fixed discrepancy due to Enemy Intent applying token effects in reverse priority as opposed to how it's correctly implemented when carried out
- Fixed Hand so that Cards don't get stuck in incorrect positions, fixing any discrepancies by itself. Which could happen when Cards were drawn in to the left-most position, and sometimes when a Card was played
- Fixed Token Tooltips not disappearing if the Token is destroyed or the Monster dies while mousing over the Token
- Fixed the blue buff all Enemy Intent icon showing for Buff All but not for Block All
- Fixed Enemy Attack/Block ticking up their respective momentums before the actual damage/block is applied
- Fixed cases where some AI moves that explicitly increase momentum are using an old method that immediately changes momentum the moment the move is selected, instead of during its turn.
- Fixed Health Predict not predicting extra damage from Crippled when its on an enemy
- Fixed Health Predict so it no longer predicts extra damage from Crippled on friendlies if it's going to clear at the end of turn due to intact block
[Card/Token Bugs]
- Fixed Rabid upgrades not being applied
- Fixed Crippled incorrectly going down by 1 per hit as if it were Vulnerable
- Changed Wind Drift so that the Cards spawn in at the Start of Player's Turn, so that spawned Reaction Cards interact with Cards, and cost impetus, from the next turn
- Fixed Outrider, Charge, Rush, and Overrun tokens from incorrectly triggering when Discard is called but no actual cards are discarded
- Fixed Outrider dealing damage to dead monsters, due to never checking if specifically the first monster is actually dead or not
[Minor Audiovisual Fixes]
- Added an animation queue for monster animations, so that tokens like Counter would not interrupt attack animations
- Fixed unupgraded All or Nothing description not showing in Combat, while still functioning
- Tweaked Fugue tooltip to more naturally explain how price increases work
- Tweaked Poison/Bleed tooltips to be more explicit that its effects happen at the Start of that Monster's Turn, as opposed to the Player's Turn
- Improved Fugue Card Removal animation so that it shows the actual Card being removed instead of a mockup with the correct card art, but not card name, border colour, and other various details
- Tweaked Fugue popup's loading in animation where not all elements of the Card were fading in properly
- Tweaked Rabid and Assault wording to explicitly mention All Other Cards to make clear the Card itself is not included