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Patch Notes Page 10

  • Fixed destructible props persisting across brand-new runs.
  • Bombed-out props now stay gone only for the current run, even if you change maps and come back during that run.
  • Starting a fresh run now reloads pristine TMX map state so destroyed trees, braziers, fences, boulders, and bridges regenerate correctly.
  • Added destructible environment props and placeable bomb loot.
  • Tiles tagged with the TMX Destructible prop flag can now be blown apart for the rest of the current run, which removes their movement blocking, sight blocking, fire-touch hazard, and static light contribution.
  • Added Small Bomb and Large Bomb consumables using Bombs.png; both can drop from enemy consumable loot, can be placed from Q or the R / F hotbar slots, fuse for 3s, and then damage enemies plus the Warden inside the blast.
  • Large bombs hit harder and cover a wider radius than small bombs, bridges lose their crossing once their destructible bridge tiles are blown out, and destroyed props now have a chance to spill random reagent pickups.
  • Banked carried gold when ending a run through manual quit paths.
  • Returning to the main menu from an active run now finalizes the run first, so the gold still in the Warden’s wallet is deposited into Vault Gold before the run is reset.
  • Defeat/victory quit actions and pause-menu Main Menu exits now share the same run-finalization path instead of bypassing save and vault deposit through a direct reset.
  • Fixed vault gold banking after restarting into another run.
  • Restarting from the defeat overlay now starts a fresh deposit-tracked match instead of reusing the previous run’s vault-deposit guard id.
  • Follow-up runs in the same session now bank the gold still carried at defeat correctly instead of being treated as already deposited.
  • Fixed controller scrolling in the Character details panel while comparing gear.
  • Pushing the right stick up or down now scrolls the inventory Details panel whenever the compare block is active, so long equipment delta lists stay readable on controller.
  • The fallback non-Rml character screen now also accepts right-stick details scrolling for long item descriptions.
  • Added the Dragon Set equipment set and its new Set rarity.
  • Added five authored Dragon Set pieces from assets/Sprites/Equipment/DragonSet.png: Dragon Sword, Dragon Shield, Dragon Chestplate, Dragon Leggings, and Dragon Boots.
  • Dragon Set items now roll artifact-comparable power, always force one guaranteed base-attribute affix, and use a crimson Set rarity name plus matching loot-beam treatment instead of the rainbow Artifact presentation.
  • Each run now rolls one of several Dragon Set bonus tracks, and equipping 2, 3, 4, or 5 Dragon Set pieces immediately upgrades the active bonus while unequipping or breaking a piece removes the lost tiers in real time.
  • Item tooltips now preview the live Dragon Set bonus ladder, and active Dragon Set bonuses also surface as a persistent HUD buff card whenever at least two pieces are equipped.
  • Smoothed Beehive passive swarm behavior.
  • Beehive bees now keep moving toward targets during their passive warm-up instead of spawning in place, but they still cannot attack until that timer expires.
  • Softened Beehive self-harm and swarm pressure.
  • Beehive bees now stay much slower than before, wait a few seconds before they start attacking, and can never exceed 4 living bees at once.
  • Bee stings and poison still hit enemies for their full values, but player self-damage is now reduced to a static 1 damage sting and 1 damage poison tick.