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This patch is a difficulty and economy pass. The mid and late game were giving up tooeasily: coin piled up faster than threats did, and enemies you had already seen stoppedmattering. Everything below pushes in the same direction — the back half of a run shouldcost you something.\Enemies\· Tier 1 / Tier 2 / Warlord / final boss: +20% Health, +50% Damage· Early enemies untouched — the difficulty curve now actually curves\Familiarity — Enemies Learn From You\· Scales with how far you've outgrown an enemy: a Tier 0 thug caps ~+50% at Hero Level 1, but +150% at Hero Level 3 — and climbs three times faster· Tier 1 / Tier 2 ramp slower· Payouts cap at +50% — farming a known enemy is no longer a money printer· Boss exempt\Arena\ · +50% Health and Damage on every combatant\Economy\· Bank Interest I & II halved (~95% → ~47% daily at max)· Rare / Epic / Legendary chests ~-10%; Common & Uncommon unchanged\Skill Tree\· Hero Level 2+ upgrades cost ~20% more; early nodes unchanged· City Morale I & II: first two ranks +10%, every rank after +60%\Hero Power\· Lifesteal I → 1/2/2/3/3 (max 15% → 9%)· Restoration / Heal All / Heal Random cooldowns +20%· Rogue — Kinetic Restoration: do
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