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Catching up

What actually carried that run?

The end screen now gives the run a proper breakdown instead of a small pile of totals.

  • Run report
  • UI

After a run, I want to know whether that exciting relic actually helped or just made a lot of noise. The report now has scrollable parchment pages for time, damage, healing, gold, items, relics, and the features that contributed.

It also tracks things working against you, like triggered curses, alongside the Shot Flow rewards you claimed. Features are ranked by their results, so the bumper I remember hitting constantly isn't automatically declared the most useful thing on the board.

The distinction between queued damage and damage actually dealt matters here. Armor absorption and attacks left after the fight ends shouldn't inflate the enemy health removed. These numbers are meant to help explain a run.

I decided against saving a Past Journeys history for now. The report belongs to the run you just finished and resets when you start another. That's enough to give me something interesting to inspect without turning it into another big system.