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v1.28.0

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@duysqubix duysqubix released this 01 Jul 14:37
· 18 commits to master since this release

v1.28.0 — Potions That Actually Heal, and an Arena You Can Survive

Your potions were dead weight. A Legendary draught healed a flat 22 HP — about 3% of an endgame health bar — while the cheapest common and the rarest legendary restored nearly the same trivial amount. And once an arena run turned against you, there was nothing to do but watch yourself get knocked out. This release fixes both: potions now scale with your max HP, and between arena rounds you can pay a healer or quaff a potion to stay in the fight.


🧪 Potions Scale With You

Healing is no longer a flat number frozen at level 1. Every potion now restores a percentage of your max HP, driven by its rarity/power — so the same potion that patches a scratch early game delivers a real heal at level 150.

~ $ sq drink Code-Cordial
  🧪 You drink the Code-Cordial! Restored +63 HP. HP: 163/300

That Rare potion healed 63 HP on a 300-HP hero — where before it would have restored a laughable 7. The full curve:

Potion @ Level 50 (300 HP) @ Level 150 (800 HP) Old (flat)
Common 9–36 HP 24–96 HP 1–4
Rare 45–90 HP 120–240 HP 5–10
Legendary 135–225 HP 360–600 HP 15–25

Common potions are honest topups; a Legendary can now claw back most of your bar. Item definitions and prices are unchanged — only what they do changed.


⚕️ The Arena Healer

Between arena rounds you can now visit a healer to restore yourself to full, for a price pinned to the stakes: 25% of the run's entry fee. It's reusable — pay again as often as you can afford — so a deep, punishing run becomes a question of managing your purse, not just your HP.

   Choose [1-3]: 3
   The healer binds your wounds with practiced hands. +183 HP. HP: 300/300 (150 gold)

🍶 Quaff Mid-Arena

Carrying potions into the arena finally means something. Pick option 4 between rounds and your hero quaffs their strongest potion on the spot — no digging through the inventory.

   Choose [1-4]: 4
   🧪 You quaff the Heart of the Hardware! +198 HP. HP: 285/300

Healer gold and quaffed potions are sunk costs: they stick even if you're knocked out next round (only a hard Ctrl+C abort rolls the whole run back).


💰 The Net Preview Knows What You Spent

The Cash Out preview's (net) figure — what you'd actually walk away with — now subtracts every healer visit, and updates live the moment you pay.

   💰 Cash Out now: +72 gold, +250 XP (net: -528 gold)
   The healer binds your wounds... +183 HP. HP: 300/300 (150 gold)
   💰 Cash Out now: +72 gold, +250 XP (net: -678 gold)

Heal once, watch the net drop by exactly the healer's fee. No surprises when the gold actually lands.


⚠️ Balance Note

Potion healing is now a percentage of max HP instead of a flat 1–25. This is a large buff — potions go from near-useless to a genuine survivability tool at every level. Arena runs are more forgiving if you bring gold and potions, and more of a gold sink if you lean on the healer.

Saves are unchanged. Potion names, prices, and drop rates are unchanged. No migration needed.

Full Changelog: v1.27.0...v1.28.0