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v0.0.872
Section titled “v0.0.872”- Refined Vampire Lord spell animation selection.
- Area-of-effect spells now use the dedicated
Area of Effect: Caststrip. - Projectile spells still use the regular
Caststrip unchanged.
v0.0.867
Section titled “v0.0.867”- 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
batportoverlay effect in the foreground pass instead of reusing the generic cast-state presentation.
v0.0.861
Section titled “v0.0.861”- 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.
v0.0.862
Section titled “v0.0.862”- Added a final-boss test toggle in
data/gameplay.json. finalBoss.startAtRunStartnow lets every new run begin directly with the Vampire Lord encounter for faster iteration and validation.
v0.0.863
Section titled “v0.0.863”- Fixed the final-boss start-of-run toggle.
finalBoss.startAtRunStartnow correctly survives run reset and wave-system initialization, so a wave 1 run opens directly into the Vampire Lord encounter as intended.
v0.0.864
Section titled “v0.0.864”- 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.
v0.0.893
Section titled “v0.0.893”- 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.
v0.0.930
Section titled “v0.0.930”- 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.