VISIBILITY
- The aim reticle no longer vanishes in dark areas: it now sits above the
dark-chamber roof and outside the hall's ambient light grade.
- Enemies stand out from grass and floor debris: a deeper contact shadow
under every hostile body, and a higher ambient light floor in the darkest
halls.
HALLS
- Rooms up to 30% larger (11–17 tiles) and the map grown to 108×80 to hold
them; more floor to move on in every fight.
CRYSTAL OF SOULS (shop)
- A real NEW WARES button under the items, with its cost beside it (no R
key; Y on a pad).
- Reroll price: 10 in Vault 1, doubling per vault reached (Vault 5 = 160)
and again per reroll (160 → 320 → 640); the next vault opens at its own
base.
- Reroll animation: each item sinks into its socket and the new one rises,
one card after another, with the price appearing last.
MULTIPLAYER
- Fixed enemy rubberbanding: enemy position packets now fit in one datagram
(ENet used to turn the oversized batch into reliable fragments, so any
packet loss froze every enemy and then snapped them all at once), bodies
near any player are sent every tick, and interpolation runs on the host's
clock with a 4-sample buffer (a lost packet no longer causes a stall and
a jump).
- Impact rules (fireballs, hostile shots, predicted kills) are unchanged.
FIXES
- A bush planted in a reward chamber's doorway was lost when resuming a
saved run; it is no longer planted there.
- On resume, a saved object that would land in a wall/void is reported
instead of silently disappearing.
INTERNAL
- Smoke tests rewritten to read the real hall geometry (urns, Sanctuary,
EMMA, portals, Familiar, pyre) instead of assuming the old room size;
release gate 70/70 tests suites (700+ tests) green so everything should be fine :D