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Patch Notes Page 45

  • Stabilized Warden overhead vitality bars.
  • Player overhead shield/health bars now anchor to a consistent hero footprint instead of shifting when movement and attack sheets use different dimensions or padding.
  • Added optional overhead vitality bars for Wardens.
  • Local and remote player Wardens can now show floating shield and health bars above their heads so incoming pressure is readable without only watching the fixed HUD.
  • Options now include a Player Bars toggle, and the preference is saved per profile.
  • Improved player damage feedback readability.
  • Player and remote-player hero sprites now flash red briefly when they take damage, in addition to the existing screen shake.
  • Client-side multiplayer damage feedback now reacts to shield-only hits as well, so host-reported vitality loss shows the same visual response.
  • Reworked trader economy and inventory utility offerings.
  • Trax now prices shop stock and all repairs in copper only, even after premium trader stock unlocks.
  • Trader rolls can now include bag upgrades, including several new bag tiers that reuse the existing bag art while offering more inventory-capacity steps.
  • Legendary and Unique gear now sells back for much stronger copper payouts.
  • Tuned durability and hazard pressure to be less punishing.
  • Repairable gear now spawns with higher durability pools and loses durability much more slowly in combat.
  • Fire-torch terrain hazards now apply much lighter burn damage.
  • Added safer enemy recovery and cleaner run progression presentation.
  • Enemies stranded on blocked tiles or stuck on the same tile for too long now snap back to the nearest SpawnArea instead of remaining soft-locked.
  • Dragon portals snap to SpawnAreas, dragons ignore their own Dragon Gate collision so they cannot trap themselves in the portal, and round-based unlock achievements were removed in favor of the existing wave-based progression.
  • Defeat recap now includes copper gained and gold gained for the run.
  • Tightened multiplayer cast sync and pickup ownership again.
  • Host snapshots now mirror client-owned ranged projectiles and spell-effect entities more faithfully, which improves cross-machine visibility for Jade casts, lightning effects, flame walls, and other replicated spell visuals.
  • Clients stop rendering their own host-mirrored projectiles back onto themselves, reducing duplicate local cast visuals while still showing the shared authoritative battlefield to the other machine.
  • Fixed host-credit pickup bugs for remote collectors.
  • Shared pickups collected by a remote player now update that remote player’s replicated run state instead of crediting the host by default.
  • Remote pickup rewards now carry back copper, gold, revive charges, and the common personal powerup timers through the player snapshot stream.
  • Removed more host-side remote ranged attack guesswork.
  • Remote ranged heroes now rely on their mirrored cast/projectile stream instead of host-side nearest-enemy auto-fire fabrication.
  • Host-side remote melee attack selection now respects local-style range gating instead of attacking any enemy on the map.
  • Fixed another multiplayer sync edge case for shared combat visuals and pickups.
  • Multiplayer clients no longer locally collect mirrored host pickups, preventing rapid repeated pickup/powerup triggers when standing on the same shared drop.
  • Host-simulated remote spell projectiles now use hero-specific magical visuals more consistently, including Jade’s elemental projectile presentation on the host.
  • Improved replicated spell and VFX visibility between players.
  • Projectile snapshots now recognize more spell and support-effect textures instead of dropping them as invisible fallback visuals on the other machine.
  • Additional spell-sheet textures used by healing, elemental, smoke, sparkle, and explosion effects now resolve through the multiplayer texture-id mapping.
  • Tightened multiplayer host sync for live combat presentation.
  • Day/night lighting now follows the host snapshot so clients stay on the same lighting phase instead of advancing their own local cycle.
  • Clients no longer run local enemy death/drop cleanup in multiplayer, preventing diverging pickups and battlefield state after enemy kills.
  • Improved remote Warden visuals during multiplayer combat.
  • Remote dash trails now render for other players, including the red dash variant when active.
  • Remote hero visuals stop reinitializing their sprite sheets every snapshot, reducing Robin’s visible size popping while attacking.
  • Remote secondary-weapon and attack presentation now follow replicated player state more closely.
  • Expanded replicated battlefield state carried by host snapshots.
  • Host snapshots now include additional player movement and dash state plus the active day/night clock data.
  • Clients continue mirroring host-authoritative enemies, projectiles, pickups, escorts, spawners, and event controllers from the same shared snapshot stream.
  • Fixed the Linux Steam depot launchers on fresh installs.
  • The checked-in Linux entry scripts under Client-Linux and Steam ContentBuilder’s WardensLinux payload now use Unix LF line endings, preventing /usr/bin/env: 'bash\r' failures when the depot is published from a Windows checkout.
  • The staged Linux launcher scripts now resolve their own directory through an explicit SCRIPT_DIR, keeping the Steam entrypoint and run.sh anchored to the staged game root before starting Wardens of Wen.bin.