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Patch Notes Page 89

  • Improved Dragon flying readability and landing safety.
  • Airborne Dragon is now rendered in a post-front overlay pass, so it always appears above Front / AlwaysFront TMX layers while flying.
  • Added filtered entity render passes to support excluding/including airborne Dragon around front-layer rendering.
  • Fixed Dragon flight end-state landing behavior.
  • Dragon no longer ends flight on blocked/non-pathable ground tiles.
  • If flight would end over blocked ground, Dragon continues flying toward the nearest open nav tile and lands there.
  • Fixed Dragon flyover traversal reliability while airborne.
  • Added an explicit Dragon airborne runtime flag and synced it from Dragon special-state transitions.
  • Flyover traversal and airborne mitigation now use the shared airborne flag path.
  • Airborne Dragon now also bypasses solid-collider resolution passes so Flyover routes are not re-blocked by ground-only collision handling.
  • Added Dragon airborne-state regression coverage.
  • dragon_immunity_tests now validates airborne-flag flight detection and 50% airborne mitigation.
  • Added Dragon airborne damage reduction and flyover terrain support.
  • Dragon now takes 50% less incoming damage while in aerial states (Launch, Hover, Fly) across RPG and non-RPG damage paths.
  • Added TMX tile property support for Flyover, allowing Dragon to traverse tagged blocked tiles while airborne.
  • Airborne Dragon now skips navmesh clamping so Flyover traversal is preserved during movement/collision resolution.
  • Added regression checks for new Dragon/TMX behavior.
  • dragon_immunity_tests now verifies flying-state damage multiplier behavior.
  • tmx_tests now verifies Flyover tile properties are parsed from Main.tmx.
  • Expanded Dragon boss immunity to include poison damage and poison-style DoTs.
  • Dragon now blocks incoming RPG Poison damage in the shared combat immunity resolver.
  • Dragon now rejects poison DoT application from rune poison trail, support poison strikes, and hero on-hit poison affixes.
  • Dragon wizard-element immunity now also rejects Earth elemental secondary effects (poison/earth DoT channel).
  • Hardened Dragon DoT cleanup to cover all lightweight DoT channels.
  • Dragon now purges bleed, poison, and burn from DamageOverTime each tick.
  • Dragon now purges earth DoT from StatusEffects each tick.
  • Added Dragon immunity regression coverage updates.
  • dragon_immunity_tests now verifies Poison damage is blocked on Dragon while Physical damage is still allowed.
  • Finalized Dragon burn immunity for Jade fire abilities.
  • Dragon now rejects Cauterize status applications (fire regen-block debuff) in addition to burn timers/DoTs.
  • Dragon status cleanup now purges any lingering burn-tagged debuffs each AI tick.
  • Hardened Dragon boss burn immunity to be absolute.
  • Added per-tick Dragon burn-state purge for both DamageOverTime and StatusEffects burn channels.
  • Dragon fire DoT visual state now clears immediately when present.
  • Added Dragon boss immunity to Fire and key crowd-control lockouts.
  • Dragon now ignores Fire damage and Burn application across projectile hits, DoT ticks, and on-hit affixes.
  • Dragon now rejects blind and other crowd-control status applications that would control-lock boss behavior.
  • Updated Freeze behavior so Dragon remains active during Freeze time-stop.
  • Non-Dragon enemies still freeze as before.
  • Dragon movement/AI/special logic now continues while Freeze is active.
  • Added Dragon immunity regression coverage.
  • New test target: dragon_immunity_tests.
  • Rebalanced music track loudness for a safer baseline mix.
  • Reduced all files in assets/Audio/Music/ by roughly -15 dB.
  • Updated tracks: MainMenu.mp3, GameMusic.mp3, BossMusic.mp3, DeathScreen.mp3.