Skip to content

Patch Notes Page 43

  • Fixed the manual Discord relink path in Options.
  • The Options button now restarts the Discord browser authorization flow instead of only trying to open Connected Games inside the desktop client.
  • The manual Discord relink button text is now Link Now so the menu matches the action it performs.
  • Expanded first-time guidance for late-run threats and startup UX.
  • Kalibros now warns first-time players that Verdaxis must be exposed by destroying his obelisks before the dragon can be killed.
  • Kalibros now follows Verdaxis’ first defeat with a one-time warning that Baron Von Dreadmoor is preparing his assault.
  • Baron Von Dreadmoor now gets his own first-appearance tutorial callout describing the incoming thralls and toxic dragons.
  • First-run onboarding now swaps its movement and ability instructions to match the player’s active keyboard/mouse or controller input method instead of hardcoded keyboard-only prompts.
  • Discord auto-link prompting now runs only once per profile, and Options now includes a manual button to reopen Discord Connected Games later.
  • Fixed stuck-enemy recovery retargeting.
  • Enemies that warp back to a SpawnArea after getting stranded now choose the spawn lane nearest the current Warden instead of snapping back toward the area nearest their own bad position.
  • Smoothed the latest trader hotfix pass.
  • Haste Potion now starts at a much lower 150c base price instead of staying in the heavily inflated consumable band.
  • Wearable RPG trader equipment now prices about 50% lower than the prior v0.8.1 pass, while bags and consumables keep their separate pricing rules.
  • Tightened trader pricing and resale after the v0.8.0 economy pass.
  • Strength, Dexterity, Endurance, and Intelligence trader upgrades now cost roughly 10x more before wave scaling, so cheap stat stacking no longer undercuts the rest of the run economy.
  • Potions and active-use trader items such as Time in a Bottle, Chrono Prism, Vampirism, and Storm Core now cost much more up front and continue to scale with wave progress.
  • Rare, Epic, Legendary, and Corrupted item sell values have been pulled down so high-tier trader flips are less profitable.
  • Added a direct shop-item dev command for testing premium trader stock.
  • spawn_shop_item <item name> [count] now grants legacy shop items directly, including boss-gated trader effects such as Cartographer’s Eye and Far-Seer’s Lens plus inventory items like Gold Charm.
  • Rebalanced late-run economy, trader stock, and ability-shop pricing.
  • Weapon Range upgrades now climb much harder in the ability shop, while Sight upgrades cost half as much as before.
  • Trader RPG gear now scales much more aggressively with item level, premium stat rolls, and attribute-heavy affixes, so late-wave offers are no longer underpriced.
  • Copper rewards ramp harder through later waves so expensive upgrades remain attainable deeper into a run.
  • Added new visibility and gold-economy run tools.
  • Trax can now rarely sell Cartographer’s Eye for gold, permanently revealing the whole map for the current run.
  • Loot can now roll Gold Gain affixes, and Loot Goblins have a rare chance to drop a Gold Charm that doubles gold gain while carried and sells for a premium.
  • Far-Seer’s Lens now costs far more at the trader to match its power.
  • Improved combat readability and durability behavior.
  • Indoor spaces now disable fog of war and LOS occlusion for full visibility.
  • Player overhead shield and health bars now draw a subtle drop shadow for better readability.
  • Weapon durability wear now scales more sensibly at extreme attack-speed builds instead of collapsing under very high hit rates.
  • Fixed the remaining multiplayer client damage desync against host enemies.
  • The host now authoritatively spawns remote primary ranged attacks instead of relying on delayed client projectile snapshots for basic attacks.
  • Mirrored non-primary client projectiles now sweep across their full replicated snapshot path on the host, improving projectile-ability hit reliability.
  • Fixed multiplayer combat authority so clients can fight on the same battlefield as the host.
  • Client-owned projectile snapshots now preserve damage, lifesteal, chaining, and on-hit status payloads when the host mirrors them, so remote attacks and projectile abilities can damage host-side enemies correctly.
  • Enemy contact damage now evaluates every live Warden instead of only the host, so clients can be damaged by host-authored enemies during active runs.
  • Enemy targeting now picks the nearest valid co-op Warden, so host enemies can swap focus between host and clients based on proximity.
  • Added in-match multiplayer chat on Enter.
  • Press Enter during a run to open shared chat and send messages through the bottom-center combat HUD feed without leaving the match.