Patch Notes Page 63
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v0.0.881
Section titled “v0.0.881”- 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.
v0.0.880
Section titled “v0.0.880”- 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.
v0.0.879
Section titled “v0.0.879”- 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.
v0.0.878
Section titled “v0.0.878”- 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.
v0.0.877
Section titled “v0.0.877”- 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.
v0.0.876
Section titled “v0.0.876”- 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.
v0.0.875
Section titled “v0.0.875”- 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 Impactanimation, while the multi-projectile volley keeps the smallerSmall-Impactanimation.
v0.0.874
Section titled “v0.0.874”- Fixed Vampire Lord projectile impacts.
- The single dark projectile now explodes with the large
Projectile Impactanimation when it hits a player or solid collision. - The multi-projectile volley now uses the smaller
Small-Impactanimation on those same impacts.