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Patch Notes Page 68

  • Tightened Zombie Burster death rules.
  • Zombie Bursters can no longer receive revive behavior from any spawn path.
  • The Burster death-poison effect now applies only when the Burster’s hitbox is directly touching a player at the moment it dies.
  • Added a new enemy roster across goblin, orc, skeleton, and zombie wave pools.
  • Goblin Slingers now fire animated sling bullets, while Orc Archers and Skeleton Archers use the same arrow projectile logic as Robin.
  • Orc Soldiers, Unarmoured Orc Soldiers, and Skeleton Warriors now join melee-focused pack pressure alongside the existing enemy set.
  • Expanded pack-role spawning and elite composition.
  • Orc Champions now anchor Orc packs as uncommon elite tanks and do not appear as generic filler spawns.
  • Family-based role resolution now lets wave packs substitute matching ranged, tank, and DPS variants instead of repeatedly spawning only the base archetype.
  • Added Zombie Burster special explosion behavior.
  • Zombie Bursters can trigger a medium poison blast during melee pressure and have a separate 50% death-explosion proc with normalized 32x32 VFX playback.
  • Expanded the dialogue modal to dedicate more room to response options.
  • Dialogue choices now fill the remaining space in the window instead of being capped to a short fixed-height list.
  • Mouse-wheel scrolling over the dialogue response area now uses the list’s on-screen bounds instead of depending on Rml’s picked hover target.
  • Switched dialogue click fallback to use Rml’s live element picking.
  • Dialogue response activation now resolves the clicked element from the actual rendered document via GetElementAtPoint(), then walks to the owning data-index response row.
  • This replaces the manual rectangle walk for dialogue option clicks while keeping direct wheel scrolling on the response list.
  • Added a geometry-based fallback for dialogue option mouse input.
  • Dialogue response clicks are now resolved from the on-screen response row rectangles when the dialogue overlay is open, so option activation no longer depends entirely on Rml row click delivery.
  • Dialogue mouse-wheel scrolling is now also applied directly to the response list scroll offset while the cursor is over the list.
  • Stabilized dialogue option interaction while preserving scroll-wheel ownership.
  • Dialogue options no longer rebuild on mouse hover, so moving onto a response row no longer replaces the list under the cursor before the click lands.
  • Dialogue now consumes wheel events at the Rml list level while keeping direct press selection on the generated option rows.
  • Fixed dialogue/quest-log mouse-wheel routing and quest-log list sizing.
  • Mouse-wheel input is now suppressed for gameplay while dialogue or quest-log overlays are open, so scrolling those UI panels no longer zooms the game behind them.
  • Quest-log entries now use a dedicated full-height scrolling list instead of sharing the dialogue choice list height cap, preventing multi-quest runs from collapsing into squished cards.
  • Bound dialogue response input directly to each generated response row.
  • Dialogue choices now attach hover and press listeners to the actual rendered option rows after the list is rebuilt.
  • Response rows are now marked non-draggable so interaction favors option selection instead of list dragging.