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Patch Notes Page 96

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Added deterministic gear salvage + crafting.
  • Press C to open the new crafting window (pauses the run while open).
  • Press X on 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.
  • 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.
  • 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