This update is all about **balance**. Now that we've added all the systems and features, we were able to take a step back and look holistically at how they interact. In other words, our numbers were pretty arbitrary, but now they're based on mathy spreadsheets like a real game.
Note that these changes are just a starting point! Now that we have some grounding for the numbers, we can and will iterate on them based on analytics and player feedback.
[h3]BALANCE[/h3]
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[*]In this first patch, the big change is that **training has a bigger impact**. You gain experience way faster, but difficulty also ramps up much more quickly over the course of the game. This will hopefully lead to more feelings of agency and investment.*
[*]Training gives dramatically more EXP and levels, and gives stress more evenly
[*]Changed event, ASE, and mission difficulty to increase over the game, and refactored odds of test success
[*]Changed how Glory affects final rankings, and adjusted Glory given by all sources
[*]Resting restores more stress
[*]Mental injuries now give negative skill points instead of random traits
[*]Adjusted price of purchasable items to fit new values
[*]New trait hexes now give a choice of trait
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[h3]BUG FIXES[/h3]
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[*]Fixed bug where Challenges could be on when marked as off
[*]Fixed display count of missions played
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[h3]ALSO[/h3]
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[*]Nice Bird enabled
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