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Patch Notes Page 92

  • Adjusted slime multiplication spawn behavior to originate at the multiplying slime.
  • Slime children now spawn around the parent slime position instead of sampling map SpawnArea regions.
  • Added nav-safe fallback around the parent slime when nearby sample points are blocked.
  • 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.
  • 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.
  • Fixed water layer depth so water renders below world detail layers.
  • Reordered TMX draw layers so Water now renders immediately above Floor.
  • Applied the same layer-order fix to both gameplay rendering and menu-attract rendering.
  • Enemy spawning now originates from map-defined SpawnArea objects.
  • 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 SpawnArea data across enemy spawn systems.
  • Extended SpawnArea enforcement 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 SpawnArea objects, the game logs a warning and SpawnArea-required enemy spawns are skipped.
  • Fixed cave lava channels failing to render.
  • Corrected TMX layer draw order so Ground renders before Water/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.
  • Added full interior travel links for the new maps.
  • Main.tmx doors now support ToPub, ToCave, ToChurch, and ToChurchOther.
  • Pub.tmx, Cave.tmx, and Church.tmx Exit doors return to Main.tmx.
  • Entering any linked interior now applies interior pause behavior until you return outside.
  • Added new cave collision behavior for lava channels.
  • Lava tiles in Cave.tmx now block movement like Water.
  • Bridge tiles still override water/lava blocking and allow traversal.
  • Added pub-specific day/night tile visibility.
  • Pub.tmx now renders only Day tiles during daytime and only Night tiles during nighttime.
  • Updated pub interactions for mercs and shopping.
  • Pub layer now prompts Press E to shop.
  • Pub shop now specializes in consumables only (potions and foods).
  • Merc interaction now comes from Pub.tmx Mercs objects, 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.
  • 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 tradershop sprite; shopkeeper visuals still fall back safely when needed.