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Patch Notes Page 25

  • Retuned melee Weapon Range to an explicit per-level ladder.
  • Melee Wardens now gain about +4 / +8 / +10 / +12 / +14 reach across the five Ability Shop Weapon Range levels instead of the previous broader curve.
  • The melee range conversion now reads an authored abilityShop.meleeRangeBonusByLevel table so future melee range tuning can target exact step values.
  • Tightened melee Weapon Range scaling again.
  • Melee Wardens still benefit from Ability Shop Weapon Range and trader Range + Vision bonuses, but the current melee ladder now grows at roughly +6 / +12 / +18 / +24 / +30 reach instead of the prior +12 / +24 / +36 / +48 / +60.
  • The melee conversion is now driven by a dedicated abilityShop.meleeRangeScale gameplay tuning value.
  • Rebalanced melee Weapon Range scaling.
  • Melee Wardens still benefit from Ability Shop Weapon Range and trader Range + Vision bonuses, but their gain now ramps on a compressed curve so full melee investment tops out around the old first purchase instead of overshooting it.
  • Fixed Weapon Range upgrades ignoring melee Wardens.
  • Weapon Range from the Ability Shop and trader Range + Vision effects now extends melee primary reach for Wardens like Jack, Ellis, Maria, Robin’s sword stance, and other melee forms.
  • The upgrade text now says Increase weapon range. so it matches both melee and ranged behavior.
  • Simplified Personal Stats gold reporting.
  • Personal Stats now shows Gold Earned as the single lifetime gold metric instead of also listing the narrower Gold Picked Up row.
  • Fixed the final-life Vault deposit timing without changing what gets banked.
  • Losing your last life now banks the gold you are still carrying immediately, before the defeat delay and death overlay begin.
  • Spent gold stays spent; the Vault deposit still only uses the gold left in your in-run wallet at the moment of defeat.
  • Personal Stats still shows both Gold Picked Up and Gold Earned so it lines up with the Steam leaderboard terminology.
  • Fixed the level-up upgrade window closing on ESC.
  • The level-up decision screen now ignores pause/back input so you must actually pick one of the offered upgrades before combat resumes.
  • Fixed recap rows falling all the way back to Unknown for broken Warden primary labels.
  • Empty, stripped, or ultra-short damaged recap sources now resolve to the active Warden primary name, so Jack’s recap uses Sword Slash instead of Unknown.