Patch Notes Page 44
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v0.7.6
Section titled “v0.7.6”- Fixed loot goblins lingering too long and slipping through blocked paths.
- Loot goblins now escape on a short timer, and they are force-escaped when they are the only enemy left so waves can keep advancing cleanly.
- Loot goblin flee movement now respects collision-aware navigation instead of running straight through blocked terrain.
- Assassination-event spawned enemies now move a bit slower for better readability.
v0.7.5
Section titled “v0.7.5”- Fixed Sally’s primary fire collision, damage payload, and upgrade visuals.
- Sally’s green auto-attack bolts now stop on projectile-blocking collision instead of traveling through blocked lanes.
- The max-rank primary no longer applies unintended AoE splash damage and now only damages enemies it directly hits.
- Sally’s projectile art now stays on the correct
GreenProjectiles.pngrow for each primary upgrade level.
v0.7.4
Section titled “v0.7.4”- Fixed Infinite difficulty unlock recovery for profiles that already beat the Vampire Lord.
- Infinite now unlocks from either the local
Vampire Lord defeatedprofile stat or the existing SteamACH_VAMPIRE_LORD_DEFEATEDachievement instead of depending only on one local counter. - When Steam already shows the Vampire Lord achievement, the game now backfills the local profile unlock so the selector stays unlocked on later launches.
v0.7.3
Section titled “v0.7.3”- Fixed Infinite difficulty staying hidden after returning from a winning Vampire Lord run.
- Opening Solo or Host game setup now rebuilds the available difficulty list from current profile progression instead of reusing a stale pre-victory menu cache.
- Infinite now appears in the selector immediately after the first Vampire Lord kill unlocks it and you return to the main menu.
v0.7.2
Section titled “v0.7.2”- Fixed Infinite difficulty unlock progression after the Vampire Lord finale.
- The first Vampire Lord kill now unlocks
Infiniteimmediately for the current profile even if the run ends during finale cleanup instead of waiting for a separate victory-state gate. - The difficulty selector now uses the same shared unlock rule as the run-end progression path, keeping the menu and save progression in sync.
v0.7.1
Section titled “v0.7.1”- Fixed Steam leaderboard metric scope for progression boards.
- Enemies Killed, Copper Earned, and Gold Earned leaderboards now submit lifetime profile totals instead of single-run values.
- Best Wave continues to behave as a lifetime personal best through Steam’s keep-best upload mode.
v0.7.0
Section titled “v0.7.0”- Enabled live Steam leaderboard submissions for run-end performance.
- Steam-enabled builds now submit Best Wave, Enemies Killed, Copper Earned, and Gold Earned leaderboards at the end of each run.
- The shipped Steam runtime config now enables leaderboard sync by default for the matching app ID.
v0.6.4
Section titled “v0.6.4”- Fixed Steam stats and achievement progression being blocked in shipped builds.
- The runtime stats service is now allowed to sync live profile counters and unlock achievement thresholds when the Steam-enabled build is launched against the matching app ID.
- Steam achievement progress bars such as copper, gold, pickups, and kill totals can now advance from real in-run tracked actions instead of remaining pinned at zero.