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Patch Notes Page 66

  • Fixed inactive Day/Night brazier hazards leaking into gameplay.
  • Collision and hazard metadata from the hidden Day/Night swap layer are now ignored during map rebuilds.
  • Extinguished Day-layer braziers should no longer ignite the player while Night-layer lit braziers remain hazardous.
  • Fixed lit brazier burn contact on the Night layer.
  • Night-layer braziers now apply burning whenever the hero overlaps the brazier collider.
  • Day-layer braziers no longer drive that burn contact, so only the lit Night-layer braziers ignite the player.
  • Fixed Day-layer brazier burn contact.
  • Day-layer braziers now apply burning whenever the hero overlaps the brazier collider, not only when the hero center lands on a specific tile position.
  • Side, top, and bottom contact with the brazier should now consistently set the player on fire.
  • Tightened the Day/Night brazier blocker height.
  • Main-map braziers still use a narrow custom collider, but it now extends upward so the top of the brazier blocks correctly again.
  • Players should no longer be able to walk over the top edge of a brazier while still sliding past its sides.
  • Fixed the Day/Night brazier blockers still feeling full-tile.
  • Main-map braziers with custom collision profiles now use tracked solid colliders instead of marking the whole map tile blocked for nav and movement checks.
  • Players should now be able to pass close to the braziers without the surrounding tile area acting solid.
  • Tightened the Day/Night brazier collision footprint again.
  • Main-map Day/Night braziers now use a narrow, bottom-anchored blocker instead of a centered full-tile square.
  • Players should be able to slide past the north/south and east/west sides of those braziers without catching on the surrounding area.
  • Fixed oversized collision coming from Day/Night overlay tiles.
  • Day/Night map layers no longer force every occupied overlay tile to block movement just because the layer is populated.
  • Main-map braziers now use explicit tile passability so only their authored 16x16 footprint collides, while keeping the shorter vertical brazier collision trim.
  • Tightened brazier collision on the main map.
  • Day/Night brazier blockers now use a shorter vertical collision footprint so movement matches the visible brazier art more closely.
  • Players should no longer catch on invisible top/bottom collision padding around those braziers.