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Patch Notes Page 30

  • Fixed normal wave Flame Skulls still spawning without their authored body light.
  • Wave-system post-spawn processing now applies the same enemy light setup used by direct enemy spawns, so regular Flame Skulls finally receive their fire glow in live gameplay.
  • This keeps the earlier fog-policy and intensity/radius tuning, but moves the light hookup onto the actual wave spawn path shown in dark-scene combat.
  • Fixed Flame Skull body light still not reading like brazier light in dark scenes.
  • Flame Skull body lights now opt out of the stricter enemy-only fog suppression that was culling them earlier than brazier/world lights.
  • The authored fire_skull body light also now uses a modest intensity/radius boost so the warm glow remains visible against the current night lighting defaults.
  • Flame Skulls now light up dark areas like other fire-emissive props.
  • The fire_skull enemy archetype now opts into the shared fire light preset, so its body contributes the same fire-style illumination pass used by braziers and similar emissive sources.
  • This is authored in data/enemies.json, which keeps future enemy-body lighting changes data-driven instead of hardcoding a Flame Skull-only render rule.
  • Fixed the remaining far-enemy chase stall while the player stands still.
  • Distance-throttled enemies now wake not just when their velocity drops near zero, but also when they are visibly stalled in place with no real movement progress, which removes the case where a blocked enemy carried stale velocity and stayed asleep until the player moved again.
  • Idle or stalled far enemies also now wake whenever they have lost their route or are sitting on an unreachable-path retry, so long-range pursuit no longer depends on player movement to resume.
  • Expanded Captain-style pathing intelligence to more enemy classes.
  • Boss-tagged enemies that use baseline chase AI now inherit the same wide-berth cornering, clearance-aware slide selection, and short wall-follow persistence already used by Captains and standard enemies.
  • Loot Goblins now use the smarter local obstacle solver while fleeing, so they handle corners and narrow blockers more cleanly instead of falling back to a simple left-or-right dodge.
  • Support healers and the Dragon boss now use the same wider cornering and wall-slide heuristics inside their custom movement code, while the Vampire Lord benefits from the boss-tagged baseline AI upgrade whenever it is in normal chase movement.
  • Fixed ranged enemies stalling behind cover after the projectile LOS pass.
  • Ranged enemies now stop treating their preferred firing band as a hold-position state when collision blocks the shot lane, and instead strafe/orbit around the player to recover line of sight.
  • This keeps the projectile cover rule from v0.20.23, but removes the new case where ranged enemies would just park behind trees and do nothing while the player stayed still.
  • Fixed enemies pushing straight through blocked cover while chasing players.
  • Standard enemies now fall back to the hero flow field when the direct chase segment crosses blocked nav-grid cells, so trees and other dense blockers route them around cover instead of pulling them into a straight-line shove.
  • Enemy ranged attackers now require a clear projectile line through the world before selecting and firing at a target, so they stop shooting through blocking trees and similar collision.
  • Fixed far standard enemies still sleeping behind AI LOD while the player stands still.
  • Idle non-boss standard enemies now wake for a full chase update whenever a visible player exists, even if they still carry stale route state, so a stopped player no longer leaves distant mobs waiting for player movement to resume pursuit.
  • This keeps the distance LOD on moving far enemies, but removes the remaining “frozen until the player nudges position” stall on idle distant chasers.