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Patch Notes Page 157

  • 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.png impact explosion effect.
  • 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 Heal now plays SmallHeal.png (0/1/2/3/4/5) on the healed target.
  • Heavy Heal now plays HeavyHeal.png (0/1/2/3) on the healed target.
  • Tuned Sally heal-cast VFX sizing for better readability.
  • Small Heal and Heavy Heal cast animations now render at 60% of their previous size.
  • Updated Raven’s human-form primary projectile visuals to the new purple staged sheets.
  • Human-form Raven now uses PurpleProjectiles.png with rank-to-row mapping (1-5).
  • Each row loops 0/1/2/3 while traveling.
  • Added Raven rank-5 impact burst visuals using the full PurpleImpact.png sheet.
  • 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.png and plays 0/1/2/3 once, then holds on frame 3 until 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.
  • 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.
  • Added three new powerup pickups with new item assets.
  • Voodoo now rolls one of two 3-second outcomes: enemies attack each other, or enemies become enraged.
  • Cloak now grants Cloaking for a random 3-8 second duration.
  • Lantern now 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.
  • Reduced Lantern powerup glow intensity dramatically.
  • Lowered default lantern light intensity from 0.95 to 0.2.
  • Applied the reduction in both code fallback defaults and data/gameplay.json tuning.
  • Fixed a Windows build failure in the crafting overlay recipe list.
  • Renamed a crafting “near ready” state identifier in Game.cpp to avoid collision with Windows toolchain near macro expansion.
  • Crafting recipe ordering/labels now compile correctly for Win64 builds without changing gameplay behavior.