Note that these changes are just a starting point! Now that we have some grounding for the numbers, we can and will iterate on them based on analytics and player feedback.
BALANCE
- In this first patch, the big change is that **training has a bigger impact**. You gain experience way faster, but difficulty also ramps up much more quickly over the course of the game. This will hopefully lead to more feelings of agency and investment.*
- Training gives dramatically more EXP and levels, and gives stress more evenly
- Changed event, ASE, and mission difficulty to increase over the game, and refactored odds of test success
- Changed how Glory affects final rankings, and adjusted Glory given by all sources
- Resting restores more stress
- Mental injuries now give negative skill points instead of random traits
- Adjusted price of purchasable items to fit new values
- New trait hexes now give a choice of trait
BUG FIXES
- Fixed bug where Challenges could be on when marked as off
- Fixed display count of missions played
ALSO
- Nice Bird enabled
Changed files in this update