Redesigned in-game tower panel — click a placed tower and you now see its stats as base → effective with a colour-coded delta chip (green buff / red debuff), an effective-DPS line, and a live buff/debuff tray. In Contracts every augment boosting that tower gets its own chip, and the tray scrolls (mouse wheel over it, or drag) when there are a lot. Icons read at a glance — the glyph tells you the kind of modifier, the colour tells you the direction, the name tells you which one. Shared across Chronicle, Contracts and Ascension.
🐛 FIXES
Background runs now respect your game speed — leaving a run going in the background while it's minimised no longer throttles it. Before, a run left at ×4 in the background crawled along near ×1 (and returning to the window took a moment to catch back up). It now runs at the speed you actually set, minimised or not.
Game speed is now uniform at ×1 / ×2 / ×4 — status effects (stun, root, fear), damage-over-time, the Phoenix window and other timed effects used to run on real time instead of game time, so at ×4 crowd-control lasted ~4× longer (in game terms) and behaviour drifted from ×1. Every gameplay timer now scales with your chosen speed, so a build performs the same whether you play at ×1 or fast-forward at ×4. Cleaner balance, fairer leaderboard.
Augment "cap reached" label stays on-screen — in Contracts, the caption under a maxed augment card could run off the bottom or side of the screen. It now positions itself smartly (flips above the card when there's no room below, and stays inside the viewport).