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Patch Notes Page 125

  • Allies now use navmesh pathing when leashed to their hiring player.
  • Tightened ally leash distance for closer follow behavior.
  • Added a gameplay.json toggle to enable/disable the ally hire shop during development.
  • Melee hits now spawn visible damage numbers using the same timing and float behavior as projectile hits.
  • Added animated chests that spawn on walkable tiles and expire after a short time or a few waves.
  • Opening a chest plays the Animated_Chest sequence and drops an Epic+ item with max affixes and higher ilvl.
  • Added a spawn toast + sparkle cue when an animated chest appears.
  • Animated chests can be forced to spawn on a specific wave for testing (wave 2 by default).
  • Forced wave-2 chest spawns now try to appear near the player for easier testing.
  • Added Fire tile hazard: stepping on Fire-tagged tiles applies a short burn DoT with a looping fire overlay.
  • Fire DoT duration, DPS, and visuals are tunable via data/gameplay.jsonterrain.fire.
  • Path tiles now grant a small movement speed bonus while walking on them.
  • Multiplier tunable via data/gameplay.jsonterrain.pathSpeedMultiplier.
  • Added roaming boards between rounds: Event, Bounty, and Contract.
  • Event Board offers 3 wave mutators with a one-time gold reroll; the chosen modifier lasts 1–4 rounds.
  • Bounty Board spawns bonus elite/boss targets next wave for extra gold/copper.
  • Contract Board offers run objectives with round-scaled gold payouts and HUD tracking.
  • Board locations/tuning are data-driven in data/gameplay.json; contracts live in data/contracts/contracts.json.