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Patch Notes Page 160

  • Shortened item loot beams for better readability.
  • Kept the same rarity colors, gradient, and pulse styling, but reduced beam height to roughly half of the previous pass so drops sit closer to the ground.
  • Added Apple Silicon macOS build support.
  • The root CMake project no longer requires the Windows resource compiler on non-Windows platforms, so macOS configure/build now completes normally.
  • Optional Steamworks and Discord SDK integrations now auto-disable when the checkout only has Git LFS pointer stubs instead of real native binaries, which keeps macOS builds from failing at link time.
  • Fixed Steam-disabled compilation on non-Windows builds.
  • SteamLeaderboardService now keeps its around-user request queue type available even when Steam support is compiled out, so the stubbed macOS build still compiles cleanly.
  • Fixed Linux Steamworks build failures caused by ambiguous CSteamID overload resolution.
  • Steam overlay, P2P transport, and matchmaking callsites now cast lobby/user IDs to Steam’s uint64 type before constructing CSteamID.
  • Linux cmake --build build -j"$(nproc)" now compiles through Steam-enabled targets instead of failing in Steam runtime/matchmaking sources.
  • Fixed Linux shared-link compatibility for engine consumers.
  • Set engine target PIC so zeta_game can link cleanly as a shared library on Linux toolchains that require position-independent code.
  • Updated Linux packaging to always carry the latest content archive.
  • scripts/package-linux.sh now builds one fresh wardens_content.wpk, stages it into the Linux package, and syncs it to canonical output folders (packaged client output and Steamworks content) when present.
  • Fixed multiplayer lobby Warden selection and chat focus.
  • Warden entries now select on click instead of hover.
  • Lobby chat text entry now takes priority over WASD/menu hotkeys so typing does not move lobby selection.
  • Fixed multiplayer world-state replication during matches.
  • Clients now mirror host-authoritative enemies, mini-events, shared pickups/powerups, escorts, spawners, and projectile-heavy combat state instead of seeing divergent local copies.
  • Remote Wardens now render overhead health bars in multiplayer so allied survivability stays readable.
  • Improved multiplayer simulation throughput and scaling.
  • Snapshot send rate now runs at 30 Hz with a larger network poll batch so heavy combat stays responsive under more players.
  • Enemy population scaling now respects connected player count even when lobby/session bookkeeping lags behind difficulty setup.
  • Fixed paused runs still teleporting stuck enemies.
  • Enemy unstuck recovery now fully halts whenever gameplay is paused, including pause menu, level-up, abilities, talent tree, dialogue, crafting, and interior states.
  • Fixed frozen outdoor damage numbers lingering after entering interiors.
  • Entering an interior now clears active floating damage numbers so outside combat popups do not remain stuck onscreen while the outdoor world is paused.
  • Fixed enemy unstuck teleports landing on top of the player inside spawn zones.
  • Enemy recovery teleports now skip any SpawnArea currently containing the Warden and fall back to the nearest other spawn zone instead.
  • If every SpawnArea is blocked by that rule, the enemy stays put instead of teleporting into the player’s occupied spawn zone.
  • Cleaned up NPC dialogue responses and talent guidance.
  • Dialogue choices no longer show explicit mood tags like Serious or Sarcastic; only the response text is shown.
  • Kalibros now delivers a one-time tutorial-style reminder if a Warden carries unspent talent points across multiple cleared waves.
  • The talent reminder threshold is now exposed in data/gameplay.json under ui.talentReminderWaveThreshold.
  • Fixed New Game panel clipping in Infinite difficulty.
  • The Warden detail section now scrolls instead of clipping the perk area when long difficulty notes are present.
  • The Attributes panel now sizes to its actual content instead of stretching to the full height of the detail column.