Patch 08-07
Your sealed cards have been fighting with a hand of traits drawn after their run was already over. Today they got the one they actually played.
- Legacies now fight with what they walked the road with. The traits a card rolls at the seal are for its children — they were also, by accident, its own body forever after. One lucky 3★ was worth about twelve dungeon waves. Founders now go out on their dream fragment alone: a line should be felt growing.
- Dungeon waves open at full HP — and the road got twenty waves longer to match. Wounds stop carrying forward in Swarm and Boss Rush, heroes who went down stand back up, and the whole curve moved up to pay for it: a strong team reads ~82 waves in Swarm where it read ~99. Same climb, 1% more team strength still worth about a wave.
- Deep starts every ten waves, and a board that means it. A hundred identical chips is a list nobody scrolls; starts now round down to the nearest ten, so cleared to 127 opens at 120. And a run that clears no wave takes no placement — dying instantly at wave 40 used to outrank the team that walked there.
- Top marks now reflect exceptional runs. Simply finishing was maxing most trait rungs — armour hit the ceiling on all six measured clears. Mastered now records a result you deliberately built toward.
- The shop shelf stopped forgetting. What you don't buy stays there all run, deliveries are two cards wider, and a repeat drop makes the older copy cheaper. Gold is still generous, so this lays the groundwork for a later economy pass.