It's been a few months, and that means another update!
v1.2 brings a ton of new content into the game, while also laying down the foundations for a few secret plans, which I cannot share just yet... So stay tuned and hydrated, this upcoming summer!
~Voided
NEW BOSSES
4 new bosses have been added to the game! Now each different biome has its own unique boss to face.
Scion of Moss (Swamp)
Efreet (Volcano)
Shadebringer (Cave)
Bramblelight (Plains)
CARD PACKS
Every fight will now give you one of four different booster packs as a reward!
Each booster pack opened shows three cards, and lets you pick one card to add to your hand.

Elemental pack: Contains elemental and skill cards.
Item pack: Contains potions, tools and other items.
Special pack: Contains modifier and trigger cards.
Golden pack: Contains rare cards.

AI IMPROVEMENTS
AI calculation speed is improved, and should cause less frame drops.
AI no longer casts movement abilities on itself.
AI can no longer cast abilities through blocks and may decide to attack blocks and obstacles if it cannot reach you.
AI can now use abilities, meant to target allies, on itself.
AI ability order is now reversed: It now prefers using its later abilities (if able by chance), then defaults to using its first ability.
AI's selected ability is now also highlighted when inspecting the creature's abilities.
CAVE BIOME
The Cave biome is finally ready and has been added to the game!
Cave biome can now spawn when creating a new campaign.
Added new puzzles that involves sentinel statues and mine carts.
Added new puzzles that involves using Dark, Earth, Might and Bomb cards.
Various small design changes for stalagmites, sentinel statues, dynamite and wall cracks.
Mine carts can now be pushed around corners, to follow mine rails.

BOMB REWORK
Bombs can now be placed on the floor, instead of being used on walls.
Placed bombs inside levels have a timer until they explode, in combat they explode at end of turn.
Various dynamite can be found in the cave biome, and functions similar to bombs.
Cracks in the wall can signal a good spot for placing bombs and dynamite.
Bombs now also deal damage to your heroes inside levels.
Bombs can now also blow up wooden objects, such as stumps, logs and trees.
Bombs are more common in shops.
King Bomb relic has been reworked.
Damage from multiple explosions no longer stacks.

CARD USAGE CHANGES
Some card uses, such as cutting grass or growing flowers, no longer consumes the card.
Double elemental cards can now be used on environment, twice. Just like their regular counterparts.
LIFE: Can now be used on heroes to heal them out of combat.
EARTH: Can now be used on mine carts to fill them with rocks. Can also be used on tile cracks to remove them, or fill in a 3x3 area of water.
FATE: Can now be used on a relic chest to re-roll your relic options.
DARK: Can now be used to disable sentinel statues and to put out fire sources.
MIGHT: Can now be used to pull objects out of carts, push empty carts, or pull stepping stones out of the water.
AIR: Can now be used to push creatures and objects from a distance.

OTHER GAMEPLAY
Reworked many secret rooms and rooms inside the volcano biome.
You can now skip movement inside levels with tab (even when you have only 1 hero).
You can now jump from/to pit columns.
Renamed "Increased Damage" status effect to "Power".
Puzzle gates are now more consistent, and only close other puzzle gates within the same room.
Liftable objects can now be thrown less far when using the mouse.
In cheat mode, can create up to 4 heroes in party selection screen.
BALANCE
Increased the health of all bosses by about 200.
Reduced damage increase per BODY or MIND from +20% to +10%.
Diamond card, now only awards 3 gold on kill once per skill use.
Adjusted card rarity and lowered most enemy loot rate. (But each combat now awards a booster pack).
Slightly increased the amount of monsters to be put inside reinforcement portals while having a small party.
Overwatch status effect now scales with creature size, and can now be interrupted by movement/knockback.
Flying creatures can no longer move over blocks.
Increased the aggro range for bats.
Combat no longer ends if there are still any reinforcement portals left.
The first enemy in combat inherits any damage/statuses received in the level.
Large creatures are no longer hit multiple times by AoE status effects.

DESIGN
Vine seeds now have sprites for each rotation, and show how they will grow, before a card is used.
Objects hidden behind walls are now easier to spot.
Changed how secret paths look (again).
Can now inspect enemies inside reinforcement portals.
Wiring of objects can be hidden in cheat mode by holding down shift or ctrl.
Fire pits can now appear rotated.
Reduced the delay in pressing/releasing switches.
Puzzleshrooms now change color faster.
Status effects now have directional audio, based on location of the creature.
Improved the loopability of the overworld music theme.
The volume of each sound file has been readjusted and is configurable in the data folder.
Changed sound for Pausing/Unpausing, Quick saving/loading.
Small mushrooms on which you need to use a card, are now more obvious.
Flowers/mushrooms/grasses no longer float over water to the south of them.
Redesigned the title screen, adding small buttons at the bottom.
Now shows a "locked!" tooltip for any locked objects.
Changed the ability icon for "Dark Blast"
Improved the drawing offset for large creatures in combat.
Centralized the alert icon for large creatures.
Improved some of the corner textures of blocks.
Reduced the amount of overhangs between Blocks.
Improved the animation of placing rocks on cairns.
Increased the size of the leave level button, when level is completed.

BUG FIXES
Fixed a crash that could occur if all heroes are defeated at the start of enemy's turn.
Fixed a crash that would occur when brimstone is thrown into lava adjacent to brimstone blocks.
Fixed a crash that could occur when first tab of settings were reset to default.
Fixed a crash related to the final boss level.
Fixed a potential crash that could occur if a card laying inside the level was removed/renamed upon reloading the save.
Fixed a visual bug where pit columns texture could clip into terrain.
Fixed a visual bug where coins and other objects were not drawn on the minimap when positioned on top of rails.
Fixed a visual bug where a rock thrown into the water would still appear selected.
Fixed a visual bug where info UI about a relic would be stuck in the top left corner.
Fixed a visual bug where the particles of a broken pot did not inherit Z movement.
Fixed a visual bug where two frames were clipping in the hero animation.
Fixed a visual bug where the "jump over tile" indicator was wrongly shown when hovering over far away vertically aligned tiles.
Fixed a visual bug where an enemy ability indicator could appear as a red X until hovering over it.
Fixed a visual bug where removed objects could linger on screen for a frame longer than intended.
Fixed a visual bug where the inspect mouse icon was not shown on a hero whose turn is finished in combat.
Fixed a visual bug where the camera in combat pans off-screen and back when resizing the window.
Fixed a visual bug where life totals are detached from camera movement in combat when "always show life" setting is enabled.
Fixed a visual bug where the backpack and deck UIs were being updated too often.
Fixed an audio bug where the music kept playing in the pause menu, if master volume was muted.
Fixed a bug where you could end turn on an occupied square in combat.
Fixed a bug where the "Stunned" status effect would sometimes not skip your turn.
Fixed a bug where dragged cards could disappear after winning the combat.
Fixed a bug where there was a small chance for large creatures to be missing in combat while having a small hero party.
Fixed a bug where Reinforcement portals can spawn on missing tiles and blocks.
Fixed a bug where the console "win" command did not consider reinforcement portals.
Fixed a bug where jellies could spawn on top of heroes in the first combat of the tutorial.
Fixed a bug where "Rocky" passive left behind rocks when fleeing from combat.
Fixed a bug where loot wasn't properly randomized for duplicate enemies in combat.
Fixed a bug where movement/dash abilities could be interrupted by the player clicking on combat tiles.
Fixed a bug where creatures spawned with spirit cards, or with the "Danger" curse, were not finalized properly.
Fixed a bug where the player could not be removed with the map editor in overworld.
Fixed a bug where large flying creatures did not path correctly over missing tiles.
Fixed a bug where pots could not be thrown when there is exactly 1 empty square in front of you.
Fixed a bug where big windmills didn't push two adjacent pushable blocks in front of it.
Fixed a bug where the map editor couldn't attach enemies to balloons.
Fixed a bug where workstations could spawn blocking the path.
[*] Fixed a bug where exploration effects were not triggered if the camera did not move when at the edge of the level.

Changed files in this update