Version 0.2.8 Demo Patch Notes
New Features
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The Merchant: This pillow will accompany Neru throughout her journey, allowing players to buy and sell items more frequently.
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Separation of EP into Red and Blue points: Equipment will now cost either Red or Blue EP to equip, depending on whether the item is offensive or defensive.
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New and Improved Level Up Flow: Stat increases from leveling will now be shown for each unit after combat.
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Saving in Combat: Players can now save and exit the game in the middle of a fight, allowing them to load back in to play it later.
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Hardcore Difficulty: Permadeath for veterans of the genre! Be wary, as once selected, this difficulty cannot be changed.
Balance
Cards
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Carrot Missile: Redesigned. Now, if the unit is on top of a carrot from Harvest, this card will always deal a critical hit.
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Star Hammer: Now scales off of both STR and INT and removes only 1 stack of Tired instead of all of them.
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Wake: Improved INT stat scaling from 60 -> 75.
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Joust: Reduced the damage bonus per tile moved from 10% -> 5%.
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Lullaby: Changed rarity from Rare -> Common. Neru now starts with 4 Lullaby instead of 2.
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Star Slam: Changed rarity from Common -> Rare. Neru now starts with 2 Star Slams instead of 4.
Equipment
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Dagger of Dusk: Now gives +3 INT, +3 DEX.
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Luna's Lunch Box: Now costs 3 Red EP instead of 4.
Status Effects
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Initiation Stance: Now gives +10% STR.
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Follow-Up Stance: Now gives +10% DEX.
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Tired: Reduced the amount of DEX and AGI lost per stack from -20% -> -10%.
Characters
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Buffed the stat growths of Neru, Luna, and Sophie.
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Increased the initial amount of Trade Points from 10 to 15.
Misc
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Save and Load Menu now defaults to the current save slot instead of always the first one.
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Sophie now comes with starting equipment: Short Sword and Life Orb.
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Stats shown in the Party Menu now represent the unit's base stats instead of their grand total, including equipment.
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Improved card targeting behavior.
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Adjusted the versioning scheme of the game.
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