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Patch Notes Page 29

  • Reworked floating damage numbers to stay readable during heavy cleave and AoE.
  • Same-source damage bursts now clump into larger 10-hit buckets once more than 10 fresh numbers would appear at once, which cuts late-run number spam and improves readability.
  • Damage numbers now drift up and away on a short arc, center more cleanly over the impact point, and fade out over their full lifetime instead of marching straight upward.
  • Critical hits now render larger and add a subtle shake so big spikes stand out without flooding the whole screen.
  • Added hud.damageNumbers tuning in data/gameplay.json for the clump threshold, clump group size, and batching window.
  • Reworked Captain patrol pacing and wandering World Boss behavior.
  • Captain nemeses now only need one patrol checkpoint before they can escape and rank up.
  • Wandering World Bosses no longer use the nemesis escape/return loop, stay alive until killed, and still do not block wave completion when they are the last enemies alive.
  • Gunther’s execute ultimate no longer instant-kills wandering World Bosses, and World Boss visual size remains capped at 2x the source enemy.
  • Loot Goblin flee speed now stays tied to the Warden’s baseline movement preset instead of escalating with late-run move-speed scaling, and Jack gets a slight melee reach increase.
  • Consumable item level now matters for potions and food.
  • RPG potions and food now scale their actual restore strength from item level, so higher-ilvl consumables hit harder than low-ilvl versions instead of staying flat forever.
  • Inventory and character-screen tooltip readouts now show the scaled restore values that will actually be applied when the consumable is used.
  • Fixed Restart after a failed run skipping the vault deposit.
  • Co-op wipeouts now route through the standard run-conclusion flow before the death overlay, so earned run gold is banked to Vault Gold before Restart or Quit resets the match.
  • Fixed trader RPG gear falling behind the new equipped-ilvl drop floor.
  • Trader RPG equipment now uses the same blended wave-plus-equipped median ilvl scaling as battlefield gear, so shop upgrades stay competitive with organic drops.
  • Added equipped-ilvl-aware RPG drop scaling.
  • Dropped RPG gear now blends the current wave item level with the Warden’s equipped median item level so upgrades stay near your current progression instead of falling far behind it.
  • The new behavior is data-tunable in data/gameplay.json, while trader RPG stock remains tied to wave item level rather than the equipped-gear floor.
  • Animated chest, loot goblin, and other battlefield RPG equipment drops now inherit the same median-ilvl floor before their existing bonus item-level adjustments apply.
  • Retuned Infinite-mode copper flow so late endless ability-shop progress does not stall after the standard win band.
  • Standard difficulties keep their existing wave-1 to wave-40 economy shape, while Infinite now adds extra post-wave-40 copper compensation on top of the existing reward curve.
  • Endless runs now lean more of that bonus into wave-clear rewards, boss and miniboss copper drops, bounty payouts, and similar chunked copper moments so progress lands in noticeable bursts instead of only tiny per-kill scraps.
  • Reduced Flame Skull body-light brightness and radius.
  • The fire_skull archetype now uses much smaller authored light multipliers, so its glow stays visible but no longer reads as strong or wide as a brazier.