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Patch Notes Page 18

  • Fixed enemy pursuit so waves keep advancing on a visible stationary Warden.
  • Offscreen enemies now receive a lightweight chase update instead of idling at zero velocity until camera or player movement wakes them.
  • Cloaked heroes still break pursuit, and paused/interior states still suspend enemy pressure as before.
  • Fixed boss entrance speeches so Verdaxis and Baron Von Dreadmoor announce themselves reliably.
  • Verdaxis now delivers his arrival dialogue from the live dragon encounter start instead of an earlier spawn-only path that could miss the wave 10 intro.
  • Both boss entrance speeches now trigger only once per run, so their portraits and dialogue cards appear on first arrival without repeating if encounter state is revisited.
  • Added portrait-backed boss entrance speeches and richer mercenary conversations.
  • Verdaxis and Baron Von Dreadmoor now interrupt their arrivals with pauseable dialogue cards using their own portraits before combat resumes.
  • Pub mercenaries now open a conversation hub before hiring, letting you ask their existing lore questions or jump straight into the contract menu.
  • Added authored portraits to dialogue and mercenary contract screens.
  • Trax, Jules, and Father Mathias now show their portrait art in direct conversations.
  • Mercenary dialogue and Mercenary Hall details now show each merc’s matching portrait while you review or hire them.
  • Fixed the first v0.41.0 dialogue regressions before packaging.
  • NPC portraits in the new dialogue cards now render through the engine-backed portrait slot instead of falling back to blank white squares.
  • Pub mercenary interaction once again opens the pre-hire conversation when you press Interact, instead of getting swallowed by the generic pub/trader branch.
  • Pre-hire merc conversation topics such as Ask about their life, Ask about the war, and Ask about the current situation now advance correctly instead of failing silently when clicked.
  • Fixed the in-world mercenary hover card to show contract progression instead of dead vitals.
  • Hovering a hired merc now shows level, current EXP progress, and upkeep-per-wave instead of health and shields.
  • Updated mercenary hall details to match the new companion contract model.
  • Mercenary tooltips now show merc level, current EXP progress, and current upkeep-per-wave instead of obsolete health and shield stats.
  • Added combat sound effects to mercenary attacks.
  • Melee mercenaries now play weapon swing SFX when they connect their attack cycle.
  • Archer merc bow shots now fire the same bow-attack SFX family used by player ranged attacks.
  • Wizard merc fireballs and flame-wall casts now play spell SFX instead of staying silent.
  • Lowered mercenary sustain costs and tightened owner follow distance.
  • Merc upkeep now starts around 25 copper per wave instead of the previous triple-digit sustain cost.
  • Merc follow tuning now keeps companions closer to their hiring player, with shorter allowed separation and faster catch-up when the owner moves away.
  • Fixed mercenary pathing, recovery, and target discipline.
  • Mercs now anchor to dynamic formation slots around the player instead of mirroring raw owner position, which cuts down ping-ponging and idle drift.
  • Combat fallback targeting now stays inside an owner-centric engage bubble and prefers useful nearby threats instead of peeling off toward distant enemies.
  • Merc movement now uses stronger corner sliding, wall-follow memory, faster unstuck repaths, side-step recovery, and large-gap owner snaps so companions recover from corners and teleports much more cleanly.