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Catching up

Poison needed to feel worth collecting

Repeated feature hits can build poison again, with less predictable spreading across the enemies.

  • Poison
  • Balance
  • Upgrades

Poison had become a bit too restrained. It already asks you to wait for its damage, and collecting it only once from a feature made some upgrades feel pretty quiet for the rest of the ball.

Poison-bearing features can now contribute on repeated hits. Ordinary poison applications randomly place each stack on an eligible enemy, so several can land on the same target. We aren't carefully giving everybody one before anybody gets two anymore. Normal stack limits still keep that from growing forever.

New board poison upgrades also start with more than a single stack. It still works differently from Shock: new poison prepares future damage, existing poison ticks when the next turn resolves, and its strength then wears down. The aim is to make collecting it satisfying without turning it into another immediate damage effect wearing a green icon.