Patch Notes Page 158
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v0.0.658
Section titled “v0.0.658”- Fixed an intermittent main-menu idle crash.
- Resolved a
JobSystemworker scheduling bug that could execute the same parallel batch more than once, causing unsafe memory access in animation updates. - Hardened Dragon pylon handling so static encounter pylons are excluded from enemy AI movement and NPC collision resolution.
- Stabilized collision-grid key packing to avoid undefined behavior with negative cell coordinates.
v0.0.659
Section titled “v0.0.659”- Reworked Mending Totem visuals to use the Healing Obelisk split sprite.
- Bottom 16x16 tile now renders in the regular world pass and owns collision.
- Top 16x32 slice now renders in the always-front pass so it overlays actors correctly.
- Improved Mending Totem health/shield bar readability.
- Bars now anchor above the full 16x48 obelisk silhouette instead of the base tile.
- Added lifecycle cleanup for Mending Totem foreground slices.
- Upper slices now follow their owner totem and are removed automatically when the owner is removed.
v0.0.833
Section titled “v0.0.833”- Added a VSync toggle to Options.
- Main-menu and pause-menu Options now let players switch VSync on or off at runtime.
- VSync preference is now saved with the player profile and restored on startup.
v0.0.660
Section titled “v0.0.660”- Reduced DoT damage-number spam during heavy burn/poison/bleed scenarios.
- Burn/poison/bleed floating numbers now batch at a slower cadence instead of flushing every quarter-second.
- Batched ticks now show larger combined values (for example one larger tick instead of repeated
1spam). - Made DoT damage-number batching data-driven in
data/gameplay.json. - Added
hud.dotDamageNumbers.intervalandhud.dotDamageNumbers.minimumDamagetuning keys. - Enemy status DoTs and
DamageOverTimeDoTs now share this batching configuration.
v0.0.868
Section titled “v0.0.868”- Refined Vampire Lord boss action timing.
- The Lord now holds melee range for contact pressure instead of immediately preempting close combat with spell casts.
- Batport now uses the correct exported texture path and resolves the actual teleport at mid-animation instead of snapping on cast start.
- Refined Vampire Lord spell sequencing.
- Heavy, single-projectile, multi-projectile, and AoE spells now stage their charge-up and discharge timing before the payload resolves.
- Vampire Lord magical-effect strips now use corrected authored playback timing for the current exported assets.
v0.0.869
Section titled “v0.0.869”- Fixed Vampire Lord close-range attack presentation.
- Final-boss spawn wiring now grants the Vampire Lord the same melee cooldown runtime as other enemies, preventing melee and bite from retriggering on the first frame every contact tick.
- Vampire Lord and Vampire Spawn committed contact attacks now also refuse to restart while their current swing animation is still active.
- Refined Vampire Lord spell staging and finale flow.
- Projectile spells now hold the Lord’s
Castanimation while charge-up VFX play in front of his facing direction before the projectile resolves. - Defeating the Vampire Lord now starts a 30-60 second holdout before the victory screen, driven by
data/gameplay.json.
v0.0.870
Section titled “v0.0.870”- Refined Vampire Lord attack readability.
- The Vampire Lord now stops moving while melee, bite, or cast swings are active so those authored strips can read cleanly on screen.
- Vampire Lord walk playback now uses a faster movement-only frame cadence to better match his travel speed without speeding up melee, bite, or cast animations.
v0.0.871
Section titled “v0.0.871”- Fixed Vampire Lord melee, bite, and cast frame sequencing.
- Enemy attack swings now record their authored total duration when triggered.
- Vampire Lord attack-strip playback is now driven directly from swing elapsed time so melee and bite advance across their full frame sequence instead of stalling near the opening pose.