- enemy turns have been made faster
- improved wording on some cards (flare)
- improved wording on "escape-victory" info
- added a better visualisation to the last playable turn
- enemies now do not plan attacks when it's the last turn, making it clearer that something is happening
- fixed card remove costing money, even when cancelled
- fixed "delayed departure" adding extra AP across fights
- "flare" is now an attack card, same effect but in a new category
- this will allow it to eventually turn into a damaging card
- improved wording of "Ace Up Your Sleeve" card
- "Ratata" no longer soft locks game when no targets are found
- added a UI bottom screen message when the player is expected to do something on the grid to proceed (i.e. "shield siphon", where the player has to select a carriage
- "Remove a card" in chop shop redesign
- can only be used 3 times per station
- cost goes up (30, 60, 90)
- fixed blind not properly removing damage calculation visualisation from previously targetted cells
- added AP label to unlocked cards in the permanent progression screen
- revamped player camera system. Beware this will need iterations but we're confident it's the right way forward
- camera shake might be a bit shaky. working on it!
- further reduction in time needed to wait for enemies to start popping up
- further reduction in time spent waiting for enemies to enter the stage