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Patch Notes Page 104

  • Special: fixed Righteous Thrust animation sheet frame size (24x24) and made the thrust override one-shot so it no longer affects normal attacks.
  • Special: Righteous Thrust now dashes toward the cursor when activated.
  • Special: Righteous Thrust dash trail is now red (distinct from the standard blue dash trail).
  • Visual: cloaking now actually makes heroes transparent (texture tint/alpha now applies during rendering).
  • Assassin: Shadow Dance now teleports María to each target one-by-one, executes them, then returns her to the cast location.
  • Visual: removed unintended tinting on player characters (sprites render with no color shading).
  • Visual: enemies now flash red (instead of yellow) when damaged.
  • Enemies: added data-driven enemy tuning via data/enemies.json (HP/shields/speed/damage + per-enemy mechanics).
  • Goblins now always spawn in small packs (2–4).
  • Slimes can multiply, and randomly explode or melt on death (explosions deal small AoE damage).
  • Flame Skulls can fire ranged fireballs at nearby players.
  • Enemies: updated classic monsters (Goblin/Mummy/Orc/Skelly/Wraith/Zombie) to match new role identities (regen, revive chance, fear/bleed/poison).
  • Fixed: normal enemies are no longer marked as bounty targets (removes the “elite” marker + restores normal drop rates).
  • Slimes: now randomly use one of the color-variant sprite sheets (slimeblack.png, slimeblue.png, etc.) when spawning.
  • Fixed: crash caused by removing components during ECS view iteration (revive/DoT updates are now deferred safely).