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Patch Notes Page 101

  • In-match HUD modernized:
  • Health/Shields/Energy/Dash moved to a cleaner top-left resource panel.
  • Added a compact status card for intermission/event/hotzone messages (less screen clutter).
  • Refreshed the inventory/held-item badge styling for consistency.
  • Shops modernized:
  • Traveling Shop updated to a modal layout with Offers, Details, and Inventory Sell panels.
  • Ability Shop updated to a list + details layout with an explicit “Buy Upgrade” button.
  • Added hover/selection highlighting and long-text truncation for cleaner readability.
  • Main menu: replaced the static backdrop with an animated starfield screensaver background.
  • RPG combat: on-hit statuses can now be driven from attack metadata and applied into the engine status system (TEN saving throw + CC DR).
  • Wizard Lightning Bolt and Lightning Dome now use the RPG status pipeline for Stasis.
  • RPG combat: elemental SpellEffect now maps to RPG damage types so resistances/vulnerabilities can matter beyond Physical/Arcane/True.
  • RPG combat: added optional PRD-style anti-streak for crit/dodge/parry (rpgCombat.rng.usePRD).
  • Consumables: Buff effects can now apply data-driven stat contributions via data/rpg/consumables.json (effects[].stats).
  • Added sporadic, seeded world scenery placed deterministically per match (data/scenery.json).
  • Scenery uses partial collision so the player can walk behind tall sprites (trees/rocks/monuments) without clipping over the tops.
  • Fog of war: world props, pickups, and enemies now correctly hide outside visible tiles.
  • Camera: Modern mode now keeps the camera locked to the hero to prevent accidentally “losing” the world off-screen.
  • Fog of war: scenery (and other non-enemy world props) now remains visible in explored “fogged” tiles.
  • Fog of war: explored (fogged) scenery now renders dimmed under a fog tint instead of full brightness.