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Patch Notes Page 94

  • Added enterable building interiors for trader flow.
  • Main.tmx now uses the Doors object ToTrader with a Press E to Enter prompt.
  • Entering loads Trader.tmx at its Exit door object, and leaving returns to Main.tmx with Press E to Leave.
  • Trader UI interaction now uses the interior Trader tile layer instead of hardcoded outdoor coordinates.
  • Added full interior pause behavior while inside trader interiors.
  • Outside-world simulation is frozen while inside (enemy state, wave/event timers, cooldowns, and DoTs).
  • Player health, shields, and energy are held frozen until the player exits back to the main map.
  • Interior rendering now hides non-hero world entities so outdoor actors do not appear indoors.
  • Added TMX object-layer loading for map-driven door logic.
  • TMX loader now parses object groups/objects (name, position, size) and exposes object lookup helpers on TiledMap.
  • Added TMX test assertions for Doors layer and the ToTrader object.
  • Expanded rune content coverage and debug visibility.
  • Added new rune templates/effects so the full RB1-RB14 rulebreaker catalog is now spawnable in-run.
  • Added non-rulebreaker rune payload examples for projectile spawn and timed hazard trail behavior.
  • list_runes now prints trigger + payload for each loaded rune and flags missing template mappings.
  • Improved timed trail behavior from rune effects.
  • burn_trail rune payload now applies as a real timed effect window instead of a single-frame toggle.
  • Completed additional rune rulebreaker behaviors and rune readability updates.
  • Blink Dash now performs an instant teleport to dash distance with collision-safe landing resolution.
  • Gravity Well now runs a pull-then-burst pulse (with capped targets and reduced boss impact).
  • Hazard Trail electric variant now emits periodic zap pulses instead of only applying burn.
  • Healing Invert now flips player-owned healing sources into damage during the rulebreaker window.
  • Improved rune/gem clarity in inventory and crafting details.
  • Rune items now show trigger/proc/cooldown and effect description directly in item details and hover tooltip text.
  • Socketed rune entries now include compact rune effect context.
  • Gem combine preview now shows input tier, result tier, and effective bonus delta.
  • Improved developer console input workflow.
  • Added recent-command history cycling with Up and Down arrows.
  • Added clipboard paste support with Ctrl+V and Shift+Insert.
  • Added automatic gem combining for inventory pickups/spawns.
  • When you hold 3+ copies of the same gem template, compatible gems now auto-combine using existing combine-tier rules.
  • Auto-combine runs through the current gem-combine tuning (gemCombining multiplier/caps/affix-carry behavior).
  • Expanded developer console economy/socketing commands and output formatting.
  • Added add_copper <amount> and add_gold <amount> for quick wallet setup during test runs.
  • Added spawn_gem [templateId] [count] (with gem-add aliases) to speed gem/socket iteration.
  • Updated console command output to favor wrapped multi-line responses instead of shortened summaries.
  • Improved developer console usability and readability.
  • Opening the dev console now pauses gameplay simulation until the console is closed.
  • Increased console panel size and raised its top edge for better visibility during testing.
  • Expanded output area with wrapped multi-line text so long command feedback is easier to read.
  • Expanded in-run developer console commands for gameplay testing.
  • Added invincible [on|off|toggle] to force hero invulnerability for sandbox verification.
  • Added levelup [count] and set_wave <number> to fast-forward progression setup.
  • Added spawn_monster [enemyId] [count] and spawn_boss [enemyId] [count] for direct enemy injection.
  • Added trigger_event <escort|bounty|spawner> to force mini-event scenarios on demand.