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Patch Notes Page 97

  • Bosses now spawn every 20 Waves.
  • Boss scale clamped to a reasonable maximum.
  • Implemented reusable status/state system with stacking, immunities, and debug hotkeys to apply effects.
  • Damage, regen, casting, and movement now respect Stasis, Silence, Fear, Cauterize, Cloaking, Unstoppable, and Armor Reduction (supports negative armor).
  • Added top-right mini-map overlay that centers on the player and clamps enemy blips at the edge of the radar radius.
  • Cloaked or stasis targets hide from the mini-map and enemy rendering.
  • Added modular RPG combat pipeline (attributes → derived stats → resolver) with armored/resist mitigation, shaped rolls, tenacity saving throws, and CC fatigue.
  • Implemented data-first loot/talent/consumable models plus Luck-aware loot generator and stat aggregation helpers.
  • Character select now shows archetype biography, attributes, specialties, and perk blurbs sourced from data/rpg/archetypes.json.
  • New unit tests cover armor curve, resist clamps, CC diminishing returns, and stat aggregation.
  • Added useRpgCombat flag and resolver config in data/gameplay.json; projectile/contact damage routes through the RPG resolver when enabled.
  • Externalized loot/consumables/talents to data/rpg/*.json; when useRpgLoot is on, drops roll affixes and inventory shows affix lines.
  • Inventory panel now lists affix bullet points for items; build string updated to v0.0.106.
  • Loot affixes and RPG talents now modify live combat stats in RPG combat mode (damage scaling, armor, max HP/shields).
  • RPG stats are aggregated into per-entity snapshots used by the resolver.
  • RPG resolver integration extended to DoTs and auras (burn/earth ticks, lightning dome, flame walls, wizard lightning bolt).
  • Warp Flux hotzone damage bonus now applies to flame wall ticks/burn.
  • Added combatDebugOverlay flag in data/gameplay.json to show a live RPG combat debug panel.
  • Added full equipment loot table (167 items) covering armor, weapons, gems, runes, tomes, shields, quivers, arrows, and scrolls.
  • Items roll RPG affixes and can be equipped (press I) to modify live RPG combat stats.
  • Equipment icons render from the assets/Sprites/Equipment sprite sheets in the equipment/inventory UI.
  • Improved RPG loot rolls so rarity selects templates from the rolled tier and avoids duplicate affixes.
  • Fixed text overlap in the Select Character & Difficulty summary panel.
  • RPG equipment drops are now tiered:
  • Regular monsters drop low-grade wooden/copper/basic gear.
  • Mini-bosses drop multiple items and often include gems.
  • Bosses drop multiple high-grade items and still unlock the Traveling Shop.
  • Traveling Shop can now roll RPG equipment items with affixes alongside existing gold shop offers.
  • RPG equipment pickups are more visible in-world (uses the money bag pickup icon).
  • Modernized the Character screen inventory UI:
  • Inventory is now a grid with selection/rarity highlighting.
  • Added hover tooltips and a dedicated item details panel (shows RPG bonus breakdown + affixes).
  • Equipment slots are presented as compact cards with clearer empty/filled state.