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Patch Notes Page 63

  • Tightened nemesis nameplate visibility.
  • World-space enemy nameplates now render only for Captain nemesis targets instead of every named elite.
  • Ordinary elite enemies such as slimes and fire skulls no longer clutter the screen with non-captain nameplates.
  • Retuned Wandering World Boss intrusions.
  • World Bosses can now only intrude as Orc Champions, Orc Soldiers, or Zombie Bursters.
  • World Boss intrusions now render about 20% larger than the previous pass so they read more clearly as off-track major threats.
  • Added a run-local Nemesis system with recurring Captains and Wandering World Bosses.
  • Elite enemies can now be promoted into named Captains that do not block wave completion, can escape after surviving long enough, and may later return stronger with the same identity.
  • Rare Wandering World Boss intrusions can roam into normal waves, ignore aggro until engaged, leave if not defeated in time, and re-enter the run later through the same nemesis progression rules.
  • Returning nemeses now scale through extra affixes, flat stat growth, escort reinforcements, larger rewards, and larger visual presentation.
  • Added named elite presentation and testing hooks for nemesis content.
  • Elite enemies now pull family-based first/surname combinations from new data-driven name pools, and Captain/nemesis threats keep their names across returns.
  • Visible named elites now show persistent world-space nameplates and HUD callouts colored by data-driven threat tier.
  • Dev console support now includes forced Captain spawn, World Boss spawn, nemesis escape, and nemesis return commands for deterministic testing.
  • Reworked dynamic gold rewards for bosses, events, and the Vampire Lord.
  • Normal boss kills and event clears now scale gold from current round progress, completed waves so far in the current round, bosses/events already completed, difficulty, and a no-revive bonus.
  • The Vampire Lord victory bonus now starts from a 100 gold base and also scales from the finale escort composition before player gold-gain bonuses apply.
  • Retuned ghost fear pressure.
  • Wraith contact hits now trigger Fear much less often.
  • Fear now uses diminishing returns, so repeated applications in a short window expire faster instead of chaining at full duration.
  • Fixed Vampire Lord cast interruption.
  • The Vampire Lord now finishes an active cast/projectile action before proximity melee can take over.
  • Contact melee no longer cancels the Lord’s mid-cast scripted actions when a player steps into range.
  • Fixed Vampire Lord projectile collision reliability.
  • Hostile vampire projectiles now use swept collision checks so they stop hitting the player or blockers inconsistently when crossing between frames.
  • The Lord’s single-shot spell now uses the large Projectile Impact animation, while the multi-projectile volley keeps the smaller Small-Impact animation.
  • Fixed Vampire Lord projectile impacts.
  • The single dark projectile now explodes with the large Projectile Impact animation when it hits a player or solid collision.
  • The multi-projectile volley now uses the smaller Small-Impact animation on those same impacts.