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Patch Notes Page 17

  • Polished shrine and artifact hotbar feedback.
  • Scrying Orb now uses its authored hotbar icon from the shared ability atlas instead of a fallback generated icon.
  • Active shrine buffs that previously had no timed-effect card, including Skill Shrine, now show visible HUD timers while their blessings are active.
  • Added a cooldown misfire cue when trying to fire an ability too early.
  • Attempting to cast an ability while it is still on cooldown now plays the shipped Misfire.wav feedback sound instead of failing silently.
  • Fixed HUD ability hover tooltips so the bar once again shows ability details reliably after the artifact hotbar expansion work.
  • Ability-slot hover detection now tests against the actual HUD slot/icon bounds instead of the narrower content box, which restores tooltip activation for both the standard kit and expanded artifact-granted bars.
  • Added the Scrying Orb artifact trinket as a new run-defining loot drop.
  • Scrying Orb uses the rainbow Artifact presentation, sells for 2,000c, and rolls stronger/higher affix packages than standard legendary or unique gear.
  • Artifact-granted abilities now stack instead of replacing each other, so Thundertwig, Scrying Orb, and future equipment-granted skills expand the hotbar from slots 5 through 9 as needed.
  • While equipped, Scrying Orb grants a no-cooldown teleport mark that places a floating orb at the activation point and teleports the Warden back to it on the next activation.
  • The placed orb persists across map transitions, so Wardens can leave an orb in an interior and warp back to it later; unequipping or breaking the trinket clears the orb and removes the granted ability.
  • Fixed Jules’ pub card icons so the shop now draws food and potion art from the same RML trader icon pass Trax uses.
  • The shared trader icon renderer no longer exits early in pub mode, so Jules’ offer boxes now receive their actual Food.png and potion sprites instead of staying empty.
  • Fixed pub and other generated RPG consumable cards so their item art renders in shop and UI icon slots again.
  • Runtime RPG item generation now preserves authored icon-sheet coordinates from the source template instead of dropping them on the built item definition.
  • Jules’ food and potion offers now fill their card icon boxes with the correct consumable art instead of leaving empty frames.
  • Fixed trader and pub offer presentation so each merchant now shows the right stock with the right item art.
  • Jules’ pub offers now render their item icons in the shop tiles just like Trax’s trader cards.
  • Trax no longer keeps potion or food offers in his stock pool, so provisions stay exclusive to Jules.
  • Fixed pub food drops and shop stock to use the updated Food.png sheet.
  • Enemy food drops now roll from a rebuilt 7x7 food roster that matches the authored atlas instead of the older two-column placeholder set.
  • Jules now refreshes her pub stock from dedicated food and potion pools so the bar reliably offers both kinds of consumables.
  • Tightened enemy pursuit so Tanks, DPS, Ranged units, and Healers all keep collapsing on a visible Warden.
  • Role-specific AI no longer parks ranged enemies at their preferred firing band or redirects standard wave enemies onto escorts, summons, or turrets before the player.
  • Support healers now keep moving toward the player while still evaluating ally heals, which prevents healer packs from idling behind the front line when the Warden stands still.
  • Removed the hidden in-run reset action that could snap an active run back to wave 1.
  • Backspace no longer triggers resetRun() during live gameplay, and the obsolete restart action has been removed from default bindings plus Steam input data.