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Patch Notes Page 24

  • Polished Jules’ pub shop and RPG trader tile labels.
  • RPG item tiles that show an item level now label themselves as Equipment instead of Permanent.
  • Jules’ potion and food stock is now priced far lower than Trax’s general trader inventory, using a pub-only consumable price scalar.
  • Pub consumable tiles and selected-item details now show what they restore or regenerate, including duration when the effect is over time.
  • Reworked the Character screen run and details layout for readability.
  • Wave, Kills, Copper, Gold, and Level now appear at the top of the Stats panel instead of living in a separate Run card.
  • The standalone Run panel has been removed, and the Details panel now uses the full right column so longer compare lists have much more vertical room.
  • The inventory capacity indicator now sits farther left in the inventory header so the text reads more cleanly.
  • Fixed item comparison rows drifting away from the actual item details list.
  • Equip comparisons now reuse the same stat, attribute, and special affix lines shown on the item itself, so entries like Crit Chance, Armor Pen, Cleave, STR / DEX, and on-hit effects such as Burn or Frostbite appear in the compare block with positive, neutral, or negative coloring.
  • Empty compare noise like Move Speed 0 no longer appears when neither item actually contributes that stat line.
  • Polished shop, vault, and board UI readability.
  • Trader and pub offer tiles now label whether stock is consumable, on-use, passive, persistent-for-run, or permanent, and timed entries surface a short duration hint on the item tile itself.
  • The Vault screen now includes a Current Bonuses summary panel so all purchased permanent upgrades are visible in one place.
  • Event, Bounty, and Contract boards now keep their existing overhead notification icon visible after the surrounding area has been explored, and that icon clears the first time the matching board is opened.
  • Fixed neutral item comparisons rendering as upgrades.
  • Inventory compare rows now use the neutral color when a displayed stat delta rounds to no change instead of showing a misleading green improvement.
  • Fixed the Character screen stats panel overflowing the inventory layout.
  • Warden stats now live inside their own scrollable panel so expanded stat lists stay inside the inventory UI instead of spilling past the overlay bounds.
  • Expanded the Warden inventory stats panel with live combat utility stats.
  • The inventory screen now shows final live values for Cooldown Reduction, Move Speed, and Lifesteal instead of only their partial RPG-derived values.
  • Added Ability Charges, Ability Cost Reduction, Chain Bounces, Weapon Range, Projectile Range, and Vision Range to the Warden stats list.
  • Fixed cooldown reduction and consumable handling for active abilities.
  • Warden ability cooldowns now respect RPG cooldown reduction from gear, talents, and temporary consumable buffs.
  • Cooldown-reduction consumables now refresh instead of stacking and enforce a use cooldown that outlasts the buff window.
  • Prevented bag swaps that would destroy inventory items.
  • Equipping, unequipping, or unsocketing a bag now fails if the reduced capacity would strand items beyond the new slot limit.
  • Polished trader, cleanse, and board interactions.
  • Trader offer locks now cost copper instead of gold.
  • Father Mathias now lets you cycle through multiple corrupted items before choosing which one to cleanse.
  • Event Board rerolls can now be purchased repeatedly instead of stopping after one use.
  • Fixed world interactions and nemesis edge cases.
  • Removed the duplicate church door on the main map.
  • Slime nemeses no longer arrive with escorts and can no longer multiply into additional slimes.
  • Expanded the inventory stats panel.
  • The Warden stats view now lists active economy, pickup, cooldown, and resistance stats alongside core combat values.
  • Fixed blank early-game RPG gear rolls.
  • Common and other low-roll non-Unique equipment now falls back to its template baseline stats when a drop would otherwise spawn with no bonuses at all.
  • This keeps items like early bows and starter armor pieces sellable and usable even when they miss both affix and implicit stat rolls.