Patch Notes Page 157
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v0.0.583
Section titled “v0.0.583”- Updated Sally primary projectile visuals to match Jade’s Ice projectile pipeline.
- Sally now uses the same elemental sheet rows and stage logic as Jade’s Ice auto projectile progression.
- Projectile appearance now upgrades by stage exactly like Jade (based on primary rank progression).
- Kept Sally rank-5 capstone behavior intact.
- Rank 5 still adds the
Ice-Burst_dark-blue_outline_48x48.pngimpact explosion effect.
v0.0.584
Section titled “v0.0.584”- Reworked Sally projectile visuals to use the new green spell sheets.
- Sally primary now uses
GreenProjectiles.png(16x16 cells, 4 columns, 5 rows). - Primary rank now maps directly to projectile row stage (1-5).
- Projectile animation loops frames left-to-right per row (
0/1/2/3). - Updated Sally rank-5 impact burst visuals.
- Rank-5 Sally auto impacts now play
GreenImpact.png(0/1/2) on enemy hit. - Added dedicated Sally heal-cast VFX.
Small Healnow playsSmallHeal.png(0/1/2/3/4/5) on the healed target.Heavy Healnow playsHeavyHeal.png(0/1/2/3) on the healed target.
v0.0.585
Section titled “v0.0.585”- Tuned Sally heal-cast VFX sizing for better readability.
Small HealandHeavy Healcast animations now render at 60% of their previous size.
v0.0.586
Section titled “v0.0.586”- Updated Raven’s human-form primary projectile visuals to the new purple staged sheets.
- Human-form Raven now uses
PurpleProjectiles.pngwith rank-to-row mapping (1-5). - Each row loops
0/1/2/3while traveling. - Added Raven rank-5 impact burst visuals using the full
PurpleImpact.pngsheet. - Rank-5 Raven primary impacts now play all 5 frames (
0/1/2/3/4). - Updated Sage primary projectile behavior and rank-5 impact VFX.
- Sage now uses
SageProjectile.pngand plays0/1/2/3once, then holds on frame3until hit. - Sage rank-5 primary impacts now play
SageImpact.png(0/1). - Added per-projectile impact VFX tagging for auto attacks.
- Collision impact visuals now route by projectile impact tag so Sally, Raven, and Sage each use their own impact art.
v0.0.587
Section titled “v0.0.587”- Updated Sage auto-attacks to be Fire magic.
- Sage ranged autos now force magical damage and use Fire RPG damage typing.
- Sage auto projectiles now emit fire light while traveling.
- Added a new Shadow RPG damage type and routed Raven autos to it.
- Raven auto-attacks now use Shadow damage typing instead of Arcane.
- Shadow damage numbers now render in dark purple.
- Raven projectile light emission now uses a lower-intensity shadow-tinted light.
- Updated elemental dark-damage mapping to Shadow.
- Dark spell effects now map to Shadow RPG damage in projectile AoE/world-collision conversion paths.
- Extended multiplayer-host remote auto-attack typing parity.
- Remote Sage autos now resolve as Fire magic.
- Remote Raven autos now resolve as Shadow magic.
v0.0.588
Section titled “v0.0.588”- Added three new powerup pickups with new item assets.
Voodoonow rolls one of two 3-second outcomes: enemies attack each other, or enemies become enraged.Cloaknow grants Cloaking for a random 3-8 second duration.Lanternnow grants a persistent hero light source for the rest of the run.- Updated enemy behavior and combat handling for Voodoo effects.
- Enemy hostile projectiles can damage other enemies during Voodoo chaos.
- Enemy Flame Skull special targeting now retargets to enemies during Voodoo chaos.
- Enemy enrage now scales both movement speed and outgoing damage while active.
- Made Lantern a one-per-run pickup.
- Lantern drops are removed from the powerup pool after the player collects one that run.
- Lantern and Die pickups continue to ignore magnet pull.
- Added data-driven powerup tuning for the new pickups in
data/gameplay.json. - Added powerup weight keys for Heal/Kaboom/Recharge/Frenzy/Immortal/Voodoo/Cloak/Lantern.
- Added Voodoo tuning (duration, infighting chance, enrage speed/damage multipliers).
- Added Cloak duration range and Lantern light radius/intensity settings.
v0.0.589
Section titled “v0.0.589”- Reduced Lantern powerup glow intensity dramatically.
- Lowered default lantern light intensity from
0.95to0.2. - Applied the reduction in both code fallback defaults and
data/gameplay.jsontuning.
v0.0.611
Section titled “v0.0.611”- Fixed a Windows build failure in the crafting overlay recipe list.
- Renamed a crafting “near ready” state identifier in
Game.cppto avoid collision with Windows toolchainnearmacro expansion. - Crafting recipe ordering/labels now compile correctly for Win64 builds without changing gameplay behavior.