*01-23-2017* (The Numbers Don't Lie)
ART: Red Slime is now a Spiky Slime that is animated.
DEBUG: You can now view every single card by clicking in the bottom left corner (10 x 10 px) in the character select screen
CONTENT: Velvet Choker is modified
GAMEPLAY: All events now have equalized weights (For instance the Curse fountain and some events had obscure %s of showing up)
GAMEPLAY: Deprecating NinjaScroll
GAMEPLAY: Improved Blizzard style random for event nodes. What you get is now less swingy.
GAMEPLAY: ReturnTrulyRandomCard() updated so that all cards have equal weight (rather than all rarities having equal weight). Affects Codex, Infernal Blade, Dead Branch, and Distraction
GAMEPLAY: Runic Sphere deprecated.
GAMEPLAY: RunicCube gets buffed (penalty is no longer 30% health loss by 20%)
GAMEPLAY: The boss one and encounter one are now identical.
GAMEPLAY: The City now has more varied combats, with several enemies now working together.
GAMEPLAY: You can now encounter the Spiky or the Acid slime as a normal enemy
METRICS: Submit loadout name to metrics.
NAMING: Green Slime is now Acid Slime.
UX: Settings can now be accessed from deck view screen in char select
VFX: Relic flash() scale increased from 2 -> 4
BUG FIX: Bites heal correct amount again.
BUG FIX: Fixed issue where you could interact with monument/trial/daily when viewing deck in char select. 
BUG FIX: Game no longer crashes when you end a daily run without internet.
BUG FIX: Plated Armor now does not slow down multiple hit actions like pummel to take forever.
BUG FIX: Save file now contains event list, fixing event loading issue
BUG FIX: Smiling Mask flash behavior operates the same as other shop based relics.
BUG FIX: Smiling Mask now correctly interacts with Discerning Monocle and other cost modifiers to cost purges correctly.