Demo Update [v0.5.0]

Dear Citizens, In the past few weeks we've received so much support, suggestions and bug reports from the community and we can't thank you enough for that! We truly believe that feedback is essential in the making of Wild City, and you play a crucial role in that. That's why we're currently planning to deliver demo updates at a more consistent pace, and give more visibility to what's happening behind the curtains as we gather your feedback to make Wild City the best game it can be. [h1]Patch Notes - Overview[/h1] The focus of this patch is making deckbuilding more engaging: less uninteresting choices, and more reroll excitement! [list] [*][b]New Cards:[/b] we added three new Buildings: Incubator, Greenhouse, and Rot Mound! [*][b]Buildings Update:[/b] on top of adding new buildings, we changed how they are distributed: we saw an instance happen way to often, where players found a building late in the game that they weren't able to use. We wanted to make sure this would never happen again. [*][b]Deckbuilding Update:[/b] we changed the numbers behind rarer cards' appearance rates and end-of-day money earnings with the objective of making deckbuilding more engaging though the usage of rerolls. [*][b]Balance Update:[/b] we went through all the cards and made some adjustments where we deemed necessary. This is going to be an ongoing and endless process, even after game release, so please keep providing us with your feedback! [*][b]Policies Update:[/b] you'll see some minor changes to policies, as we adjusted them according to the balance update. [*][b]Bugfixes:[/b] Fixed some game breaking bugs, often related to the player's money going below zero unintendedly. Also fixed several cards not appearing, behaving inconsistently or not scoring as much as their description said. [*][b]Onboarding:[/b] We tweaked the tutorial to make the first-ever runs shorter and less overwhelming with information for new players; added new tooltips to describe more hidden mechanics, and made it easier to learn how to rotate tiles. [*][b]Audio:[/b] we changed some SFXs regarding death and money earn to make them easier on the ears, also added sliders for volumes! [*][b]Music:[/b] changed menu and game music. [*][b]QoL:[/b] minor UI/UX changes to make some game interactions smoother, such as hovering on cards/tiles to see more details. [/list] [h1]Balance Update - In Depth[/h1] We gathered your feedback and addressed some major issues with some cards being over-performing or under-performing. We have also adjusted some cards as they have new toys to play with! [h3]New Cards[/h3] Please keep in mind that the visual assets for the new cards are placeholder: as long as it's a free demo, we prioritize giving you new content before it's close to its final stage. [list] [*][b]Incubator:[/b] this new building will clone adjacent animals each turn. Intended to give more support to cards like Sheep, Sardine and Starling who want more of the same to be close to each other. [*][b]Greenhouse:[/b] become a gardener and turn plants with no effect like Tulip, Bush, Apple and Stick Insect into any other adjacent plant. This building will make room for very interesting payoffs when building a deck around it. [*][b]Rot Mound:[/b] this building will add a Carcass to your deck. When played next to the Rot Mound, Carcass will become Maggot, transforming into an adjacent Insect. This building is intended to support insect-based builds, with very interesting scenarios where you can have more than one Queen at a time, but also adding new Keywords to support other under-performing cards! [*][b]Carcass:[/b] this card has the Keyword "Food" and "Leftover", the latter being the newly introduced Keyword! [/list] [h3]Cards Adjustments[/h3] [list] [*][b]Flame:[/b] Adds a x2 multiplier to adjacent cards, still kills and spreads on plants, but is no longer removed at turn end. [*][b]Eucalyptus:[/b] When close to a Flame, instead of transforming into Seed, it will die and spawn Seeds adjacent to the Flame. This effect is intended to keep the Eucalyptus a strategic, timing-based placement card, adapting to Flame changes. [*][b]Leafcutter Ant:[/b] Reworded description for more clarity. Fixed a bug where it wouldn’t transform if adjacent to a Medium Plant. [*][b]Kraken:[/b] Now scores +25 per tentacle as intended. [*][b]Raven:[/b] Rarity (Rare -> Uncommon), Score (+15 -> +10). [*][b]Hermit Crab:[/b] Removed. [i]This kills the crab.[/i] [*][b]Crab:[/b] Renamed to Hermit Crab. Removed Transform effect. We wanted Crab to be easier to understand and pick up as we noticed some lack of clarity in its previous state. [*][b]Lizard:[/b] Countdown to transform back into Lizard (2 -> 1), Score on Lizard (8 -> 6), Score on tail (5 -> 4). [*][b]Snail Shell:[/b] Score on spawn (0 -> 10), Score on killed (25 -> 20), Keywords (+Leftover). [*][b]Insect (?):[/b] Renamed to Zombie Insect. [*][b]Strangler Fig:[/b] Score on play (11 -> 10), Score on effect (+14 -> +10), Keywords (+Tree). [*][b]Vulture:[/b] Now kills Leftover instead of Bone, Score on play (10 -> 8), Score on effect (+25 -> +15). [*][b]Lion, Mantis, Elephant:[/b] Increased their value on-play, removed Score from Kill effect. We're keeping a close eye on this one as we consistently re-evaluate the value of Kill effects. [*][b]Ashes:[/b] Keywords (+Leftover) [/list] [h3]Card Buffs[/h3] Mostly buffed Killer and Lucky cards as we noticed they were under-picked. [list] [*][b]Spider:[/b] Rarity (Common -> Uncommon), Size (Medium -> Large), Webs now trigger a chain reaction, removing all webs in the group. It should be less valuable as a Killer but provide more value as a Spawner. [*][b]Wolf:[/b] Score on play (2 -> 3). [*][b]Wolfpack:[/b] Score on play (0 -> 3), Score on Kill (1 -> 2). [*][b]Lucky Clover:[/b] Chance (5 -> 50). [*][b]Pearl:[/b] Chance (1 -> 20). [*][b]Ladybug:[/b] Chance (10 -> 75). [*][b]Maneki-neko:[/b] Chance (20 -> 100). [*][b]Snake:[/b] Score on play (4 -> 6), Score on kill (2 -> 6). [*][b]Eel:[/b] Score (7 -> 9). [*][b]Dog:[/b] Score (12 -> 10), Score on effect (0 -> +15). [*][b]Drone:[/b] Score on effect (0 -> +20). [*][b]Fly:[/b] Larva now moves. [*][b]Toadstool:[/b] Score (N/A -> 10). [*][b]Ant Eater:[/b] Score on effect (0 -> +15). [*][b]Nest:[/b] Countdown (2 -> 1). [/list] [h3]Card Nerfs[/h3] [list] [*][b]Locust:[/b] Score on play/spawn (7 -> 5). [*][b]Ivy:[/b] Score on play/spawn (10 -> 7). [*][b]Sea Snail:[/b] Keywords (-Shell). Objective is to create more interesting interactions with Crab. [*][b]Pigeon:[/b] Score on play (8 -> 7), Score per adjacent Building (+8 -> +7). [*][b]Firefly:[/b] Score on play/spawn (17 -> 13). [*][b]Buffalo:[/b] Kill targets (Small and Medium -> Small). [/list]