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Patch Notes Page 158

  • Fixed an intermittent main-menu idle crash.
  • Resolved a JobSystem worker 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.
  • 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.
  • 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.
  • 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 1 spam).
  • Made DoT damage-number batching data-driven in data/gameplay.json.
  • Added hud.dotDamageNumbers.interval and hud.dotDamageNumbers.minimumDamage tuning keys.
  • Enemy status DoTs and DamageOverTime DoTs now share this batching configuration.
  • 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.
  • 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 Cast animation 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.
  • 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.
  • 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.