Skip to content

Patch Notes Page 33

  • Fixed the remaining rounded wave timer card in the Rml HUD path.
  • The top-center Wave X in Y intermission/talent panel no longer gets a runtime rounded border radius, so staged and live HUD rendering now stay square-edged.
  • Polished combat callouts and dialogue card readability.
  • The top-center wave/talent callout card now uses square corners instead of rounded corners.
  • Kalibros tutorial dialogue cards now use square-edged title and body panels.
  • Wave mutator and Talent Point Gained notifications now linger a few seconds longer so they are easier to read mid-fight.
  • Improved nemesis kill rewards.
  • Nemesis kills now drop rank-scaled loot in addition to their existing currency bonus.
  • Higher-ranked nemeses now drop more items and roll into stronger rarity bands, so letting one escape can pay off if you survive the rematch.
  • Tightened Captain nemesis patrol HUD readability.
  • Active Captain status lines now drop the Captain: prefix so the rank, name, and checkpoint count fit more cleanly in the HUD.
  • Reduced Captain patrol route length.
  • Captains now patrol 1-2 SpawnArea checkpoints per route instead of 3-5, so escapes resolve faster and the patrol objective is less verbose on-screen.
  • Fixed several Captain nemesis patrol and HUD regressions.
  • Active Captain status lines now show how many patrol checkpoints remain instead of the old wave-based escape timer.
  • Captain minimap blips now render in cyan so they stand out from the normal enemy swarm.
  • Stuck enemies now recover to the nearest SpawnArea to themselves, and Captain patrol routes now sample walkable route points instead of raw SpawnArea centers to prevent stationary spawns.
  • Reworked Captain nemesis patrols, ranks, and battlefield warnings.
  • Captains now spawn in their own SpawnArea, patrol 3-5 SpawnAreas in sequence, and only break patrol when a Warden enters line of sight or damages them.
  • Escaping Captains now rank up from Scout through Warlord, and their next return scales their stats, rewards, affixes, and escort support from that higher rank.
  • Captains now pay out only when slain, while successful escapes trigger a stronger future return instead of an immediate reward.
  • Added clearer nemesis presentation and first-time Kalibros guidance.
  • First Captain spawn, escape, return, and kill moments now use one-time Kalibros dialogue per save, including spotlighting the initial Captain just like the Loot Goblin tutorial beat.
  • Later Captain spawn, escape, return, and defeat events now use compact rank-aware toasts, and hovering a nemesis shows a clamped health/shield card with its current rank and name.
  • Added new one-time Kalibros warnings for Healing Obelisks and Hellmouths.
  • The first Healing Obelisk now pauses the field with a Kalibros warning that nearby enemies will keep getting healed until the obelisk is destroyed.
  • The first Hellmouth now pauses the field with a Kalibros warning that it will keep spawning enemies until the Wardens take it out.
  • Spawner Hunt no longer stacks an extra generic event tutorial on top of the new Hellmouth-specific warning.
  • Fixed loot goblin corrupted-drop reliability.
  • Loot Goblins now always drop at least one corrupted gear item when killed.
  • The guaranteed corrupted drop still uses the normal corruption roll pipeline, so its bonus item levels, stronger affixes, and forced drawback match the rest of the corruption system.
  • Fixed the in-match Hotkeys HUD list so it now reflects the full set of always-available run windows.
  • Added the Crafting shortcut (C) to the Hotkeys list and restored the Quests entry in the fallback HUD renderer so both HUD paths show the same buttons.
  • Collapsing the Hotkeys list now hides every secondary button, leaving only the top Hotkeys toggle visible.