Patch Notes Page 79
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v0.0.740
Section titled “v0.0.740”- Improved Volatile death explosion readability and layering.
- Increased
Explosion1.pngplayback speed to 100ms per frame so the full sequence is readable at runtime. - Adjusted volatile death explosion draw sorting so the effect renders over the dying enemy sprite.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.740. - Updated Discord join-service test build-tag fixtures to
v0.0.740(mismatch assertion moved tov0.0.741).
v0.0.739
Section titled “v0.0.739”- Reworked the Spiteful wave mutator into Combustion.
- Mutator display name/HUD label now reads
Combustion. - Enemies now leave burning ground on death that deals fire damage and ignites players.
- Added combustion burn tuning knobs in
data/waves/wave_mutators.json(burnDurationSec,burnDpsMul). - Added death FX polish for mutator hazards.
- Combustion ground fire now plays as a looping single-source flame from
Large_Fire_Anti-Alias_glow_28x28.png. - Frames play left-to-right then top-to-bottom.
- Volatile mutator deaths now play
assets/Sprites/Spells/Explosion1.pngas an enemy-scaled overlay explosion. - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.739. - Updated Discord join-service test build-tag fixtures to
v0.0.739(mismatch assertion moved tov0.0.740).
v0.0.738
Section titled “v0.0.738”- Fixed Spire Hunt event objectives rendering as fallback pink squares.
- Spire Hunt now loads
assets/Sprites/Misc/Hellmouth.pngfor event spawner objectives (with legacy fallback path support). - Updated spawner objective render sizing to match the new 48x48 Hellmouth sprite.
- Updated Spire Hunt spawner gameplay behavior.
- Assassin adds spawned by event spawners now originate from the spawner entity center.
- Spire Hunt objectives now register as solid world colliders so players cannot walk through them.
- Added solid-grid dirty hook updates for spawner spawn/despawn paths to keep collision state in sync.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.738. - Updated Discord join-service test build-tag fixtures to
v0.0.738(mismatch assertion moved tov0.0.739).
v0.0.737
Section titled “v0.0.737”- Fixed pub mercenary hiring so contracts now hand off correctly to the outdoor map.
- Hiring a merc in
Pub.tmxnow shows a confirmation line and queues that merc to meet the player outside. - The hired merc now spawns beside the player after leaving the Pub through
Exitback toMain.tmx. - Enforced one active mercenary contract at a time.
- Players can no longer hire additional mercs while a hired ally is alive or while a pub hire is queued for outdoor spawn.
- Merc interaction/hire UI now reports active-contract lock state instead of silently consuming copper.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.737. - Updated Discord join-service test build-tag fixtures to
v0.0.737(mismatch assertion moved tov0.0.738).
v0.0.736
Section titled “v0.0.736”- Added roguelike shrine encounters that spawn from map SpawnAreas.
- Shrines spawn at wave start with weighted random effects and a one-wave lifetime (unless activated).
- Players get an on-spawn alert plus near-range
Press E to activateprompts in HUD and world space. - Shrine effects now include: Armor, Combat, Dash, Resist, EXP, Skill, Gem upgrade, Monster pack, Lightning nova, and Chest burst.
- Added data-driven shrine tuning in
data/gameplay.json. - Exposed spawn chance/limits, interaction ranges, effect duration, per-effect values, and effect weights under
shrines. - Integrated shrine buff timers into gameplay systems.
- Dash shrine now enforces no-cooldown dashing during its active window.
- EXP shrine now contributes to XP gain calculations while active.
- Skill shrine temporary levels now decay on timer expiry and revert correctly.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.736. - Updated Discord join-service test build-tag fixtures to
v0.0.736(mismatch assertion moved tov0.0.737).
v0.0.735
Section titled “v0.0.735”- Added right-stick cursor aiming for controller gameplay.
- Gameplay now supports a controller-driven virtual cursor using right stick input.
- Cursor-targeted abilities now aim from that virtual cursor position instead of requiring physical mouse movement.
- The OS cursor is synced while controller aiming is active so hover/aim feedback remains consistent.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.735. - Updated Discord join-service test build-tag fixtures to
v0.0.735(mismatch assertion moved tov0.0.736).
v0.0.734
Section titled “v0.0.734”- Added tabbed controller remapping in Options > Controls Remapping.
- Added
Keyboard/MouseandControllertabs so bindings are edited per input family. - Rebind capture/status prompts are now tab-aware (
key/mousevscontroller button). - Bind labels now show only the active tab’s tokens, keeping controller and keyboard maps tidy.
- Switched native controller fallback to remappable
pad:*token routing. - SDL controller buttons/triggers now feed raw
pad:*state instead of fixed hardcoded actions. ActionMappernow resolvespad:*tokens directly, enabling true in-game controller rebinding.- Added default
pad:*bindings (and migration for old user binding files with no controller tokens). - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.734. - Updated Discord join-service test build-tag fixtures to
v0.0.734(mismatch assertion moved tov0.0.735).
v0.0.733
Section titled “v0.0.733”- Added native controller fallback support for both XInput and DirectInput-backed devices.
- SDL now initializes joystick/gamecontroller subsystems with Windows controller backends enabled (
XInput,RawInput,HIDAPI). - Added runtime gamecontroller hotplug support (connect/disconnect) with safe state reset on detach.
- Added native analog stick feed into
ActionMapperfor movement/camera when a gamepad is connected. - Added non-Steam gamepad action mapping.
- Mapped common controller buttons/triggers to gameplay/menu actions (confirm/back, abilities, pause, shop, follow/swap).
- D-pad movement and left/right stick axes now drive gameplay/menu navigation without relying on Steam Input.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.733. - Updated Discord join-service test build-tag fixtures to
v0.0.733(mismatch assertion moved tov0.0.734).