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- Phenomena Effect's no longer give any passive effects, they're story progression only.
- Mind Upgrades is now a leveling system that increases your max HP each single level, and at key levels unlocks slots to insert gems that act like the old Mind Upgrades, vastly limiting your options and no longer makes it a progressive unlocking system.
- Evotypes now let you pick and choose two passives from a run of a score of 700 or higher (As characters now only have 1 passive), and when selecting Evotypes for a run, it doesn't matter the order you pick them.
I'll keep this guide as-is though as those who got it via Early Access can always downgrade back towards this version of the game.
For example, I've got two Evotypes right now that have the Tactic that spawns three shadows when you successfully dodge (needing the shadow dash in the first place), another that enhances Ice Tactic damage, and two more that make specifically Flame Wheel better, mostly just cause I really like those enhancements and go for them a lot.
I can't tell if the system is choosing what it thought was the most helpful, having very consistent random chance, or limiting the selections based on whether something IS an enhancement or not. It may be choosing more "rare" Tactics, ones that take more effort to get than base ones.
We'll just have to keep experimenting for now.
It doesn't seem to be the last skill picked, nor the rarest so i wonder if it's a random choice among those obtained during the run