Patch Notes Page 62
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v0.0.889
Section titled “v0.0.889”- 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.
v0.0.888
Section titled “v0.0.888”- 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.
v0.0.887
Section titled “v0.0.887”- 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.jsonwith 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.
v0.0.886
Section titled “v0.0.886”- 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.
v0.0.885
Section titled “v0.0.885”- 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.
v0.0.884
Section titled “v0.0.884”- 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.
v0.0.883
Section titled “v0.0.883”- 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.
v0.0.882
Section titled “v0.0.882”- 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.