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Patch Notes Page 70

  • Capped defensive roles inside enemy packs.
  • Standard non-projectile packs now spawn with at most two Tanks and at most two Healers, even in larger pack sizes.
  • The role cap is data-driven through data/gameplay.json so pack composition can still be tuned without code changes.
  • Increased base enemy contact damage.
  • Standard enemy melee/contact hits now use higher baseline damage, increasing the punishment for letting packs sit on top of the hero.
  • Hardened melee contact damage for stacked enemies.
  • Enemies packed tightly against the hero now count as contact from direct close-range crowding even if the shaped overlap check narrowly misses.
  • Standalone healer enemy definitions now also carry baseline melee contact damage instead of zero-damage body collisions.
  • Fixed melee enemies stalling at the edge of contact.
  • Enemies that close to melee range now commit into the hero instead of braking at standoff distance, so contact pressure continues until they die.
  • Healers no longer stop short once they switch into self-defense, which improves close-range contact damage reliability for mixed packs.
  • Restored melee contact damage for all enemy pack archetypes.
  • Healers now keep their support behavior without losing contact damage when they reach the player.
  • Tanks, DPS, healers, and ranged pack members all retain melee contact damage in addition to any role-specific behavior like healing or fireball casting.
  • Tightened enemy melee contact checks around the hero.
  • Hero contact damage now tests against enemy combat boxes instead of only raw collision boxes, so enemies that visibly body-stack on the player are much less likely to miss melee hits.
  • Dense enemy piles now scan a much larger contact budget before capping, reducing skipped contact checks during swarms.
  • Fixed combustion burn and enemy contact reliability.
  • Combustion death flames now more reliably register player contact and correctly apply their lingering fire burn damage-over-time effect.
  • Enemy contact damage no longer aborts the rest of the collision pass after a blocked hit, reducing cases where stacked enemies overlap the player without dealing melee damage.
  • Adjusted pack role behavior for Flame Skulls and removed flanking assignments.
  • Standard-wave Flame Skulls now split evenly between melee chasers and ranged fireball casters instead of participating in the shared flank-role mix.
  • Enemy packs no longer assign new flanker roles, shifting those extra slots into more direct DPS pressure instead.