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Patch Notes Page 64

  • Added Toxic Dragon variants to dragon encounters.
  • Milestone Dragon spawns now roll 80% standard fire and 20% toxic poison variants.
  • Toxic Dragons use their own sprite set and swap flame breath over to poison damage, green damage numbers, and poison damage-over-time.
  • Updated the Vampire Lord finale escort.
  • Dragons summoned during the Vampire Lord event now always arrive as Toxic Dragons.
  • Corrected Vampire Lord and vampire effect presentation.
  • The Vampire Lord now renders back at his authored 48x48 boss scale instead of the undersized interim pass.
  • Vampire Lord spell visuals now render 1:1 with their source frames so the boss and his effects match each other on-screen.
  • Fixed vampire multi-row animation playback.
  • The large projectile charge-up now animates frame-by-frame from top-left to bottom-right instead of drawing the whole sheet at once.
  • Vampire Spawn death sheets now play their full 10-frame multi-row sequence correctly.
  • Refined the Vampire Lord encounter presentation and combat flow.
  • The Vampire Lord now renders texture-true without the generic boss recolor path and has a much smaller on-screen scale.
  • Vampire Lord and Vampire Spawn runtime animation selection now ignores the unused Ready / Combat Pose strips and leans on idle, walk, melee, bite, cast, death, teleport, and spell-effect sheets instead.
  • Expanded vampire bite and spell behavior.
  • Vampire Thralls now randomly choose between melee and bite, with bite adding a light bleed to heroes and a short self-regeneration buff.
  • The Vampire Lord now uses distinct melee, bite, teleport, heavy projectile, single-shot spin, multi-projectile volley, and AoE discharge patterns with labeled Aseprite effect exports.
  • Adjusted standard rain color variation.
  • Rain now leans slightly bluer overall while still keeping some near-white streaks.
  • Individual drops can now render in mixed cool-blue shades instead of a single flat tint.
  • Added seeded and preset-driven weather variation.
  • Rain and snow patterns now shuffle per run from the match seed instead of repeating the exact same streak layout every time.
  • Code-side presets now support rain, snow, red rain, green rain, black rain, and black snow overrides for special encounters or biomes.
  • Refined procedural rain streak sizing.
  • Rain now renders as much finer streaks instead of oversized white bars.
  • Default weather tuning in data/lighting.json now uses shorter, thinner, slightly softer drops.
  • Added configurable procedural rain and snow overlay support.
  • Outdoor weather can now be enabled from data/lighting.json without textures or particle assets.
  • The SDL renderer now uses the same tunable column, length, width, speed, slant, and transparency controls planned for the future OpenGL shader path.
  • Corrected the daytime god-ray direction.
  • Outdoor sun shafts now angle from the top-left toward the bottom-right instead of mirroring from the wrong side.