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Update notes via Steam Community
Here's the first proper round of balance changes since the launch into Early Access! These changes mostly focus on making the game easier, primarily through reducing general gold cost, but there are several focused changes to specific cards.

Heroes

Generally, all heroes gold cost has been decreased.
Squire
  • Gold cost 425 → 350
  • Range 0.75 → 0.8

Berserker
  • Range 0.75 → 0.8

YoYo Meister
  • Gold cost 950 → 800

Psychic
  • Gold cost 1000 → 900
  • Attack cooldown 6 → 5
  • Range 1.8 → 1.9

Ice Wizard
  • Gold cost 1000 → 700
  • Attack cooldown 1.65 → 1.4
  • Damage 4 → 3
  • Pierce 3 → 4
  • Range 2.15 → 2.6
  • Freeze speed decrease 80% → 75%
  • Due to its mutual exclusivity with fire wizards, ice wizards have a much higher opportunity cost. Hopefully these changes will help it fill its niche as a support tower much more effectively, along with increasing its general viability.

Harpoonier
  • Gold cost 1300 → 1150

Fire Wizard
  • Gold cost 800 → 750

Desperado
  • Range 2.25 → 2.1
  • Attack cooldown 1.35 → 1.2
  • Now reloads at any bullet amount
  • Reload time increased
  • Desperado has direct competition with Rogue and Harpoonier to fill the "single target" niche, these changes help to both further distinguish it from them by leaning more heavily into the "concentrated firepower" role it has, and to bring a massive quality of life change to it.

Night Wizard
  • Gold cost 1750 → 1500
  • Attack cooldown 1 → 0.95

Rogue
  • Range 2.75 → 2.85
  • Attack cooldown 2.15 → 2
  • Poison maximum damage 12.5 → 20
  • Poison damage added per hit 1.5 → 1.25
  • Reworked to lean more heavily into its unique poison-applying role.

Mycologist
  • Attack cooldown 2.5 → 2.2
  • Affected by poison changes
  • Affected by freeze changes

Spells


Summon Demons
  • Mana cost 7 → 8
  • Gold cost 150 → 250
  • Summon Demons is a card that is due for a complete rework. Extra money generation is a mechanic I am planning to use extremely sparingly. Due to the current state of the gold balance, I don't want to completely rework the card just yet.

Enchantments


Acuity
Decreasing general gold cost.
  • Gold cost 150 → 100

Heartful Sacrifice
  • Gold cost 500 → 450

Mana Battery
  • Gold cost 525 → 500

Magic Density
  • Gold cost 350 → 300

Sharp shot
  • Gold cost 375 → 325

Sharpen
  • Gold cost 475 → 425

Velocity
  • Gold cost 70 → 30


Enemies

Many enemies have had their health slightly decreased to make certain levels (particularly 6 spiciness levels) easier.
  • Chunky Mushroom Health 400 → 350
  • Chunky Mushroom Speed 1.5 → 1.55
  • Fungal Goblin Health 210 → 170
  • Fungal Goblin Gold dropped 50 → 65
  • Fungal Goblin Speed 0.7 → 0.68
  • Anglerfish Gold dropped 45 → 75
  • Anglerfish Health 260 → 220
  • Anglerfish Speed 0.79 → 0.77
  • Sargassum Floater Health 78 → 60
  • Sea snake (Swimming) Speed 1.45 → 1.4
  • Hermit Crab Health 95 → 85
  • Seagull Health 14 → 12.5
  • Red Shromo Health 15.5 → 14.5
  • Yellow Shromo Health 25 → 22
  • Skeleton Health 18 → 16.5
  • Bandit Goblin Gold dropped 40 → 45
  • Goblin Pirate Health 36 → 33
  • Goblin Pirate (Sword Variant) Health 50 → 45
  • Goblin Pirate (Treasure Variant) Health 84 → 72
  • Father of Son of Cyclopsian Health 900 → 1000
  • Father of Son of Cyclopsian Speed 0.7 → 0.625


Other

Mana regen time slightly increased to help keep up with increased amount of gold. Starting gold in most levels increased
  • Mana regen time 5.6 → 4.9
  • Father of Son of Cyclopsian starting gold 1900 → 2000
  • Blackout Caverns starting gold 1750 → 2000
  • Mushroom Madness starting gold 2850 → 3300
  • Hawk Hunt starting gold 1700 → 1900
  • Spaghetti Western starting gold 1750 → 1900
  • Tropical Tussle starting gold 1600 → 1800
  • Davy Jones’ Depths starting gold 2750 → 3200
  • Pirate Party starting gold 2000 → 2200



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