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Patch Notes Page 69

  • Improved dialogue response hit detection inside the scroll list.
  • Dialogue choices now use the same delegated hit-test fallback as other generated Rml lists, so rows can still be selected even when the scroll container owns the pointer target.
  • Selecting a dialogue response now suppresses the scroll-drag path once a row hit is resolved.
  • Fixed dialogue and quest-log interaction flow.
  • The Quest Log button in NPC dialogue now closes the active conversation cleanly before opening the quest log.
  • Dialogue response options now activate on left mouse-down so selections still register even while the response list is being refreshed.
  • Reworked dialogue and quest-log windows to use the same shared panel shell as the other Rml overlays.
  • Dialogue and quest-log root panels now use the shared .panel styling path from hud.rcss instead of a separate custom surface path.
  • Removed extra runtime panel styling overrides so these windows size and skin through the same Rml flow as Inventory, Trader, and Ability Shop.
  • Hardened the dialogue panel surface rendering.
  • Dialogue and quest-log now render from a single panel container again, removing the duplicated surface/wrapper layout that was leaving the styled panel in the wrong place.
  • This targets the remaining light/white fallback box behind dialogue and quest-log content while keeping the wider response layout from the previous build.
  • Polished dialogue overlay layout and sizing.
  • The dialogue and quest-log windows now force the intended dark panel surface instead of falling back to a plain light background.
  • Dialogue response options now receive explicit full-width sizing so long responses no longer collapse into narrow stacked slivers.
  • Added a first-pass NPC dialogue and quest system.
  • Trax, Jules, and Father Mathias now use RmlUi dialogue overlays for rumors, lore, service options, and quest offers.
  • Conversations pause gameplay in single-player, support branching response tones, and can hand off into trader, tavern, and healing services.
  • Added a run-local quest log on J for active NPC quests, including timed failures and current objective progress.
  • Dialogue content now loads from per-NPC JSON files under data/dialogue/.
  • Improved enemy wave pack variety.
  • Pack-enabled spawn batches now reserve enough enemies for at least two packs when possible, so waves are less likely to collapse into one all-zombie or single-type group.
  • Added enemyPacks.minPacksPerBatch in data/gameplay.json so multi-pack variety stays tunable from data.
  • Added gameplay tuning knobs for melee reach.
  • Hero melee reach can now be tuned directly from data/gameplay.json under hero.meleeRange.
  • Enemy melee/contact reach is now tunable from data/gameplay.json under enemy.meleeRange, affecting close-range commit and contact checks.