Patch Notes Page 69
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v0.0.822
Section titled “v0.0.822”- 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.
v0.0.821
Section titled “v0.0.821”- 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.
v0.0.820
Section titled “v0.0.820”- 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
.panelstyling path fromhud.rcssinstead 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.
v0.0.819
Section titled “v0.0.819”- 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.
v0.0.816
Section titled “v0.0.816”- 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.
v0.0.815
Section titled “v0.0.815”- 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
Jfor active NPC quests, including timed failures and current objective progress. - Dialogue content now loads from per-NPC JSON files under
data/dialogue/.
v0.0.814
Section titled “v0.0.814”- 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.minPacksPerBatchindata/gameplay.jsonso multi-pack variety stays tunable from data.
v0.0.813
Section titled “v0.0.813”- Added gameplay tuning knobs for melee reach.
- Hero melee reach can now be tuned directly from
data/gameplay.jsonunderhero.meleeRange. - Enemy melee/contact reach is now tunable from
data/gameplay.jsonunderenemy.meleeRange, affecting close-range commit and contact checks.