Patch Notes Page 96
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v0.0.595
Section titled “v0.0.595”- Reworked crafting recipe tiles to a block layout (no flex-row header dependency).
- Recipe cards now render name, state, and subtext as stacked lines to avoid Rml flex shrink/collapse behavior.
- Recipes pane no longer relies on side-by-side title/state alignment for readability.
v0.0.594
Section titled “v0.0.594”- Fixed crafting recipe tile layout in the Recipes pane.
- Recipe tiles now use explicit stretch-based flex layout so rows no longer collapse into narrow left-side pills.
- Restored readable name/state/subtext rendering on recipe cards.
v0.0.593
Section titled “v0.0.593”- Fixed salvage confirmation modal stacking during the HUD render pass.
- Inventory/crafting/salvage overlays are now temporarily hidden and restored together in deterministic order.
- Reasserted overlay front order so Break Down confirmation reliably stays above the inventory screen.
v0.0.592
Section titled “v0.0.592”- Fixed salvage confirmation showing the legacy character screen behind it.
- Restored the active Rml inventory overlay while salvage confirmation is open, so the old fallback inventory UI is no longer shown.
- Salvage confirmation still remains on top via overlay stacking.
v0.0.591
Section titled “v0.0.591”- Fixed salvage confirmation layering and crafting recipe list layout.
- Break Down confirmation now renders above the character/inventory overlay instead of appearing behind it.
- Crafting recipe rows now use stable full-width styling so names/states/details are readable and no longer collapse/smash.
- Improved crafting overlay stacking order.
- Added explicit overlay z-order tiers for inventory, crafting, and salvage confirmation windows.
v0.0.590
Section titled “v0.0.590”- Added deterministic gear salvage + crafting.
- Press
Cto open the new crafting window (pauses the run while open). - Press
Xon a hovered inventory gear item to confirm break down and convert recipe reagents at fixed 30% returns (minimum 1 for metal/organic lines). - Crafted gear now always outputs as Unique rarity and scales to current round item level +5.
- Added craft-only Unique RPG gear templates, recipes, and set bonuses.
- New craft-only Unique weapons/jewelry/offhand entries are loaded from data and can be crafted through the recipe registry.
- Set bonuses now evaluate equipped template ids, stack additively across sets, and ignore duplicate copies of the same exact item id for piece counts.
- Removed Unique gear from runtime drop paths.
- RPG filtered loot tables and legacy fallback reward paths now exclude Unique drops, making Unique gear craft-only.
- Updated controls and overlays.
- Camera follow toggle moved to
G. - Added Rml overlays for crafting and salvage confirmation.
v0.0.101
Section titled “v0.0.101”- Fixed ESC behavior:
- ESC Now closes menus and opens the pause menu, no longer closes match.
- Implemented Shields to Melee Classes by Default:
- Shields have a small natural recharge rate.
- Players can now add to their shield capacity, and increase their recharge rate at level up and on the global upgrade screen.
- Characters that do not start with shields can add to shields the same way.
- Enemies are now much weaker in the beginning, and their strength will ramp up with the Rounds.
- Enemies will now drop more copper at higher Rounds.
- Now only Builders and Summoners can drag-select units.
- Escorts durability now scales with Rounds, same curve as enemies.
- W no longer sometimes fires Ability #2.
- Traveling Shop will no longer attach to random assets.
- Escorts are now 50% larger.
- Dragoon now has extended reach with his polearm.
- Slightly extended melee reach of all melee classes, easier to kite now.
- Moved active item inventory to the right-hand side.
- Moved Resource bars to left-hand side.
v0.0.102
Section titled “v0.0.102”- Death/Knockdown animation now only plays once in Singleplayer.
- Movement/Ability use is now restricted when dead.
- Knockdown will play on death in multiplayer, converting player into a ghost.
- Ghosts can move around, but not interact (Attack/Abilities)
- Ghosts resurrect at the start of the following Round.
- Multiplayer is now synced to the Host’s match.
- Vision is shared in multiplayer
- Clients no longer see their own copies of monsters.
- Clients can now interact with the Host’s monsters.
- Do Damage
- Take Damage
- Adjusted Builder GUI location
- Further buffed all mini-units and boosted medic healing in data/units.json:
- Builder construction menu V no longer opens the ESC/Pause window.
- Builder Abilities refined:
- Ability 1: Unlimited scaling cost purchase of 5% boost to Light Units per upgrade.
- Ability 2: Unlimited scaling cost purchase of 5% boost to Heavy Units per upgrade.
- Ability 3: Unlimited scaling cost purchase of 5% boost to Medic Units per upgrade.
- Ultimate: Grants a ‘Rage’ boost to all units for 30s.
- Increased scale of Mini-Units