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Patch Notes Page 44

  • 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.
  • 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.png row for each primary upgrade level.
  • Fixed Infinite difficulty unlock recovery for profiles that already beat the Vampire Lord.
  • Infinite now unlocks from either the local Vampire Lord defeated profile stat or the existing Steam ACH_VAMPIRE_LORD_DEFEATED achievement 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.
  • 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.
  • Fixed Infinite difficulty unlock progression after the Vampire Lord finale.
  • The first Vampire Lord kill now unlocks Infinite immediately 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.
  • 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.
  • 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.
  • 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.