Early Balance Patch #0.5
Hey everyone!
We're pushing out the first half of our Balance Patch early, mostly to deal with the much maligned Rabid, notorious run-killer that it is, among other tweaks.

We'll also be tackling the somewhat underwhelming Wing cards soon to bring them up to par with everything else. We've been seeing some inventive builds getting shared around in the Discord, as well as the Steam forums, and we're looking to enable even more. So look forward to the second half coming sometime later this week.
- Multicell Games Team.
Come join the discussions in the Discord!
We're pushing out the first half of our Balance Patch early, mostly to deal with the much maligned Rabid, notorious run-killer that it is, among other tweaks.

We'll also be tackling the somewhat underwhelming Wing cards soon to bring them up to par with everything else. We've been seeing some inventive builds getting shared around in the Discord, as well as the Steam forums, and we're looking to enable even more. So look forward to the second half coming sometime later this week.
- Multicell Games Team.

[Balancing]
- Reworked Rabid to be less immediately devastating to decks not built for it. Now starts at only consuming a single card, but keeps duplicating itself.
- Slightly reworked Adrenaline, having the base card Draw Next Turn, so that it no longer triggers longer and longer chained loops, potentially infinite in some cases.
- Seeing Red's impetus gain is now immediate, but consumes itself, to differentiate from Grounded
- Reduced the cost of High Metabolism from 3->1
- Reduced the cost of Relentless March 2->1
- Tail Whip now deals more damage 4->8 to all, and no longer draws
- Baiting now has retain and consume on its base card
[Bug Fixes]
- Fixed Loading Screen bug caused by the launch build, that could happen if you chose a broken upgrade on Warning Signals or Antivenom, due to the save conversion being incorrectly implemented.
[Combat Bugs]
- Cards that are being dragged, that suddenly get consumed, now get released from the drag. Stopping it from sticking to the cursor until end of turn, even after being consumed
- Potential fixes for a racing condition that can happen with Cards that are being consumed due to Death, being interrupted and drawn in to Hand instead, surviving the Death event.
[Token/Card Bugs]
- Fixed attack momentum and block momentum upgrades in some cases being unable to increase the amount
- Fixed Charge!'s convert upgrade only removing attack momentum from the description, but leaving in the effect
- Added in missing Pursuit upgrade
[Minor Audiovisual]
- Scout tooltip no longer shows up for cards that have yet to be upgraded with Scout