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Patch Notes Page 28

  • Split reagents into their own inventory view on the character screen.
  • The Warden inventory header now includes a View Reagents toggle that swaps the item grid over to a dedicated reagent list.
  • Salvaged materials and picked-up reagent items now route into that reagent inventory instead of occupying normal gear and consumable slots.
  • Crafting still reads the full reagent pool, including gem dust value from loose socketable gems, while the standard inventory stays focused on equippable gear and usable items.
  • Swapped the game UI over to the PixelifySansV2 font family.
  • SDL_ttf HUD text now loads PixelifySansV2-Regular.ttf instead of the older non-V2 regular face.
  • RmlUi now registers the V2 regular, medium, semibold, and bold faces so existing Pixelify Sans styling and bold menu/dialogue text resolve against the new assets cleanly.
  • Finished Jade’s rank-5 elemental impact set and polished shrine cards.
  • Jade’s level-5 Wind primary now spawns its own centered burst animation on impact to match the other elemental rank-5 auto attacks.
  • Shrine nameplates now use a warmer utility-card treatment with a little more vertical room so longer shrine names fit cleanly above the activation hint.
  • Improved shrine readability and gem shrine rewards.
  • Nearby shrines now show a nameplate above the interaction prompt so players can identify the shrine before activating it.
  • Gem Shrines now pick from loose gems plus gems socketed into backpack or equipped gear, and equipped item stats refresh immediately when a socketed gem tiers up.
  • Expanded Jade’s rank-5 elemental auto impacts.
  • Ice, Earth, Dark, and Lightning primaries now spawn centered burst animations on impact to match Fire’s level-5 payoff.
  • Reworked Bjorn’s frontline ability feel.
  • Flurry of Blows now rotates more slowly for clearer visual readability.
  • Shield Bash now always dashes toward the cursor up to a level-scaled maximum distance, damages enemies throughout the dash, and throws them sideways out of Bjorn’s lane.
  • Upgrading Shield Bash now increases its damage, dash reach, hit sweep, and shove strength.
  • Removed dragon gate collision and cleaned up singleplayer revive-scroll generation.
  • Dragon gate portal scenery no longer blocks movement during the encounter.
  • Scroll of Revive no longer appears in singleplayer consumable generation, where it has no useful target.
  • Added Bjorn’s full berserker talent tree and melee reach parity.
  • Bjorn now gets a dedicated five-tier talent tree built around axe pressure, shield resilience, regeneration, and banner-fueled last stands.
  • Bjorn’s melee reach now matches Jack’s extended frontline swing range.
  • Reworked RPG breakdown rewards for gear, gems, and runes.
  • Breaking down gear now returns authored salvage reagents, refunds socketed gems/runes, and can also refund gem dust from gem-cost recipes.
  • Gems and runes can now be broken down directly into gem dust, with the dust yield tuned by socket tier in data/gameplay.json.
  • Made Maria and Gunther unlock progress cumulative across runs.
  • Reaching wave 50 in one run and wave 50 in another now counts toward Maria’s 100-wave unlock, and Gunther’s 20-wave unlock follows the same lifetime progression.
  • Fixed the trader header buyback button layout.
  • The trader buyback button now keeps a stable Buyback label and fixed width so it no longer crushes itself or the Close button in tight header layouts.
  • Split Trax and Pub shop inventories into independent services.
  • Opening the Pub no longer overwrites Trax’s current stock, and each shop now keeps its own visible offers until its own reroll conditions are met.
  • Added a persistent trader buyback ledger shared across shop services for the current run.
  • Trader and Pub sell menus now expose a Buyback view beside Close, and sold items remain available there until rebought or the run ends.
  • Buyback purchases return the exact sold item for the same copper price it was sold for, regardless of which shop the item was sold to.
  • Expanded keyboard/mouse rebinding support for extra mouse buttons.
  • Controls remapping now accepts M3, M4, and M5 for gameplay bindings while still reserving M1 and M2.
  • Fixed enemy visual size scaling from inflating collision hitboxes.
  • Enemies can now grow for presentation or boss-intensity reasons without also becoming wider blockers for pathing and traversal.