Patch Notes Page 92
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v0.0.628
Section titled “v0.0.628”- Adjusted slime multiplication spawn behavior to originate at the multiplying slime.
- Slime children now spawn around the parent slime position instead of sampling map
SpawnArearegions. - Added nav-safe fallback around the parent slime when nearby sample points are blocked.
v0.0.627
Section titled “v0.0.627”- Fixed additional mid-wave enemy spawns appearing far from the player.
- Event-system SpawnArea picks (bounty enemies and spawner adds) now use near-player filtering.
- Slime multiplication SpawnArea picks now prefer player-near areas instead of random map-wide areas.
- Spawn attempts still relax minimum distance after retries, but no longer start from distant SpawnAreas.
v0.0.626
Section titled “v0.0.626”- Fixed SpawnArea enemy spawns appearing on the far side of the map.
- SpawnArea selection now prioritizes areas nearest the player before sampling a spawn point.
- Wave-system SpawnArea picks now respect the configured player-near spawn radius band.
- Spawn attempts relax minimum distance when needed, but no longer randomly choose distant SpawnAreas first.
v0.0.625
Section titled “v0.0.625”- Fixed water layer depth so water renders below world detail layers.
- Reordered TMX draw layers so
Waternow renders immediately aboveFloor. - Applied the same layer-order fix to both gameplay rendering and menu-attract rendering.
v0.0.624
Section titled “v0.0.624”- Enemy spawning now originates from map-defined
SpawnAreaobjects. - Wave, elite, boss, bounty, event spawner, flux surge, die powerup, and dev-spawned enemies now pick spawn points from
SpawnArea. - Map collision rebuild/clear now refreshes and propagates
SpawnAreadata across enemy spawn systems. - Extended
SpawnAreaenforcement to special enemy generation. - Slime multiplication children now originate from
SpawnArea. - Mending Totem mutator enemies now originate from
SpawnArea. - Added clearer missing-map setup behavior.
- If an active map has no
SpawnAreaobjects, the game logs a warning andSpawnArea-required enemy spawns are skipped.
v0.0.623
Section titled “v0.0.623”- Fixed cave lava channels failing to render.
- Corrected TMX layer draw order so
Groundrenders beforeWater/Lava. - Updated both gameplay rendering and menu-attract rendering paths to use the same corrected order.
- Reduced over-bright indoor lighting and lava glare.
- Added interior lighting config scales in
data/lighting.json(interior.staticLightIntensityScale,interior.staticLightRadiusScale). - Applied interior-only static fire/light intensity and radius scaling when interior maps are active.
v0.0.622
Section titled “v0.0.622”- Added full interior travel links for the new maps.
Main.tmxdoors now supportToPub,ToCave,ToChurch, andToChurchOther.Pub.tmx,Cave.tmx, andChurch.tmxExitdoors return toMain.tmx.- Entering any linked interior now applies interior pause behavior until you return outside.
- Added new cave collision behavior for lava channels.
Lavatiles inCave.tmxnow block movement likeWater.Bridgetiles still override water/lava blocking and allow traversal.- Added pub-specific day/night tile visibility.
Pub.tmxnow renders onlyDaytiles during daytime and onlyNighttiles during nighttime.- Updated pub interactions for mercs and shopping.
Publayer now promptsPress E to shop.- Pub shop now specializes in consumables only (potions and foods).
- Merc interaction now comes from
Pub.tmxMercsobjects, opening the merc UI for the specific merc you interact with. - Legacy all-in-one merc hiring interaction from static map tiles is no longer used.
v0.0.621
Section titled “v0.0.621”- Removed startup loading of deprecated legacy textures that are no longer used.
- Stopped preloading old GUI bar sprites (
healthbar,armorbar,energybar,dashbar). - Stopped preloading deprecated pickup textures (
turretdeployable,chronoprism,phaseleech,stormcore). - Removed startup preloading of the legacy
tradershopsprite; shopkeeper visuals still fall back safely when needed.