I hadn't even remotely upgraded everything, just the armour and money-making, then beat the third boss... no chance to see what full upgrades look like.
"This change was made because the Knight had a ~30% win rate while all the other heroes were closer to 5%." Because getting beyond world 1 reliably is undesirable.
Given that you can get two extra activities, having one of them permanently resting or communing and thus giving you restoration when exploring (or a steady increase in max nature lore) or doing two tasks is quite... nice.
"Hey, can't please everyone sadly i'm a new dev so i tried my best sorry hope you will find some game that are good enough for you around o7"
The bigger problem there was that the game fundamentally broke, though fortunately the unrelated update seems to have removed whatever got stuck.
What happened was that mana selector boxes thing got fixed on 0 (despite it not supposed to be going to 0).
And in more general design principles, the navigation bar is also a terrible place to put an unrelated selector.
The mana going to 0 was due to people pressing the custom input 1 that had a default value of 0 until you assign a amount to it (so the last update also fixed this so people can't miss click it and end up have no mana in the input)
Truly awful. The attempt at humour in the tutorial is flat and nothing but obnoxious, and the game just flat out broke after it got to the "use a spell" stage--suddenly no mana can be invested in anything OR removed. And after skipping the tutorial? Still impossible, rendering the entire game nothing but an unplayable mess with a terrible GUI design and no proofreading.
Pay once and you can get the rarer packs; if you can buy the rarer packs you get epic cards more often and upgrade cards faster. Repeated purchases are unnecessary.
And of course, finally, there's the one exception to feeding magic not being allowed to generate resources: a damaged supplicant can be fed magic and will give you the magic back.
If we want to be specific: allies can be fed to heal them (if they have multiple life), with Goetia requiring life instead of resources, fed food to generate another resource (or gold to generate food for Vintner), fed gold specifically to restock for Charlatan/Apothecary, or fed food OR magic to perform some action--attack, destroy resource. etc
So... after one reset for 100m (easy to do) I'm struggling to see why I should reset again. The automatically increasing combo/combo multiplier and gradual multiplier alone seem to have solved it.
The mana going to 0 was due to people pressing the custom input 1 that had a default value of 0 until you assign a amount to it (so the last update also fixed this so people can't miss click it and end up have no mana in the input)