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Patch Notes Page 62

  • Increased Green Rain puddle coverage.
  • Green Rain now allows more poison puddles to exist at once and refills them much faster across navigable ground.
  • The change is authored in weather data only, so hazard density can keep being tuned without code changes.
  • Fixed pre-round weather rendering.
  • The game no longer shows ambient rain before Round 1 has actually rolled an active weather.
  • Weather visuals now stay off until the round weather system selects the first round-owned result.
  • Added a data-driven round weather system.
  • Each round now rolls one active weather from an authored weighted pool and keeps it until the round ends.
  • Round weather state now syncs through round/snapshot data so replay, persistence work, and multiplayer weather agreement can share the same source of truth.
  • Round-start banners and modifier toasts now announce the active weather and its effects.
  • Added authored special weather events and modifiers.
  • Regular Rain, Snow, Blood Rain, Black Rain, Green Rain, and Clear are now configured in data/weather.json with exact weights and visual intensity scaling.
  • Player weather bonuses now stack additively with existing RPG damage/lifesteal bonuses instead of replacing them.
  • Blood Rain now buffs enemies already alive in the round and newly spawned enemies, while Black Rain and Green Rain now replace the round spawn pool with authored family restrictions.
  • Added Green Rain poison puddles.
  • Poison puddles now spawn over navigable ground, render on the ground layer from poisonPools.png, expire on authored timers, and refresh the existing poison DoT when re-entered.
  • Green Rain also grants bonus poison damage plus authored round gold and XP rewards.
  • Weather now respects map exploration.
  • Rain and other procedural weather streaks only render over tiles the player has already explored.
  • Unexplored black fog-of-war areas no longer show weather effects bleeding through.
  • Fixed elite wave pacing and Captain promotion.
  • Normal wave spawning no longer marks every spawned enemy as elite, so waves return to their intended enemy mix instead of flooding with elite affix toasts.
  • Captain promotions now elevate a normal eligible enemy into an elite Captain directly, so Captains can still appear even when ordinary elite counts stay conservative.
  • Restored elite overhead identification.
  • Elite enemies once again render a clear badge above their health bars.
  • Non-nemesis enemies also shed any stale generated name component left over from prior broken runs, preventing stray generic nameplates from persisting.
  • Fixed forced Captain debug spawning.
  • spawn_captain <enemyId> now always spawns a fresh Captain near the player instead of trying to promote an existing matching elite first.
  • Fixed nemesis debug spawning and name reuse.
  • spawn_captain <enemyId> now bypasses normal wave-gating so forced Captain tests work deterministically with valid enemy ids.
  • Nemesis name reservation now applies across all undefeated nemesis records instead of only Captain records, reducing duplicate names across active and escaped threats.
  • Removed stray non-captain enemy nameplates and names.
  • Ordinary elites no longer get persistent generated names during the generic elite-affix pass.
  • Only nemesis targets keep persistent names, and only Captains render world-space nameplates.