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Patch Notes Page 159

  • Refined Vampire Lord spell animation selection.
  • Area-of-effect spells now use the dedicated Area of Effect: Cast strip.
  • Projectile spells still use the regular Cast strip unchanged.
  • Fixed Vampire Lord and Vampire Spawn animation timing.
  • Vampire Lord melee and bite attacks now commit to their full authored strips before another contact attack can start.
  • Vampire Spawn melee and bite attacks now also play through their full attack strips, and Vampire Spawn death now runs at 100 ms per frame across the complete death sheet.
  • Fixed Vampire Lord teleport presentation.
  • Teleports now use the authored batport overlay effect in the foreground pass instead of reusing the generic cast-state presentation.
  • Added the Vampire Lord final boss encounter.
  • Runs now warn one round early, then replace normal progression with a Dragon Gate portal finale after 10 full rounds from the starting round.
  • The encounter spawns the Vampire Lord with Dragons, undead escorts, and Vampire Thrall defenders/support healers.
  • Added dedicated Vampire Thrall and Vampire Lord animation-suite support.
  • Enemies can now swap between state-sheet idle, walk, melee, bite, cast, and death strips instead of relying on one generic sheet.
  • New Vampire Thrall and Vampire Lord definitions use their exported Aseprite animation states and skip blank-frame ranges.
  • Added victory flow for defeating the Vampire Lord.
  • Killing the final boss now opens a victory overlay with restart, recap, and quit actions, and deposits run gold plus the boss victory gold bonus into the vault.
  • Added a final-boss test toggle in data/gameplay.json.
  • finalBoss.startAtRunStart now lets every new run begin directly with the Vampire Lord encounter for faster iteration and validation.
  • Fixed the final-boss start-of-run toggle.
  • finalBoss.startAtRunStart now correctly survives run reset and wave-system initialization, so a wave 1 run opens directly into the Vampire Lord encounter as intended.
  • Retuned the Vampire Lord encounter presentation.
  • Reduced the Vampire Lord’s on-screen scale substantially and preserved his original sprite colors instead of applying the generic boss tint.
  • Doubled the size of the escort Dragons that spawn alongside the Vampire Lord.
  • Reined in wandering World Boss visuals so their promoted forms stay only modestly larger than standard enemies.
  • World Boss nemesis scale tuning now targets roughly a 20-30% visual increase instead of oversized screen-filling sprites.
  • Expanded captain naming coverage for overlooked enemy families.
  • Fire Skulls and Slimes now draw from dedicated first-name and surname pools when promoted.
  • Nemesis naming data now covers every current enemy family used by captains and world bosses.
  • Added rarity-colored loot beams to dropped items.
  • World drops now render a vertical gradient beam behind the pickup icon, with stronger width, height, and pulse on higher-rarity gear.
  • Item beams fade out with expiring pickups so timed drops disappear more cleanly instead of popping off the ground.