Patch Notes - Facility Route, Procedural Rooms, and Gameplay Polish

project paradox playtest · published

Patch Notes - Facility Route, Procedural Rooms, and Gameplay Polish

New Features

  • Facility Route Mode - Added a deterministic 10-floor route with synchronized party voting and a full route-map interface.
  • Route Destinations - Added Combat, Elite, Shop, Supply Cache, Unknown, and Boss destinations with route previews and gameplay descriptions.
  • Route Checkpoints - Active Facility Route progress, selected destinations, team XP, and floor position can now be restored from a checkpoint.
  • Route Shops - Shop destinations now provide a guaranteed team upgrade choice through the Quartermaster.
  • Supply Cache Rooms - Added reward rooms that grant team XP and restore player health.
  • Procedural Room Events - Added Lava Pits, Lava Floods, Blackouts, and Falcon Sweep events to procedural rooms.
  • Procedural Encounter Types - Added Skirmish, Horde, Ambush, Holdout, Elite Hunt, and Hazard Gauntlet encounters with seeded wave layouts.
  • Exit Beacon Flow - Unlocked floor exits now display a pulsing green beacon, world prompt, and clear instructions for continuing the whole team to the next floor.

Procedural Gameplay Improvements

  • Improved procedural layouts with more organic branching, vertical traversal, elevation changes, and route-guided room placement.
  • Added improved room placement and spawn-clearance checks to reduce enemies appearing inside obstacles or unreachable spaces.
  • Nearby encounters can now be prewarmed and activated when players enter the room for smoother combat starts.
  • Encounter HUD updates now show encounter types, wave counts, enemies remaining, and incoming wave status.
  • Reward rooms are excluded from normal hazard population until their cache is claimed.
  • Suspended cargo now adapts its wire height to the generated room ceiling.
  • Spear Warden's spear throw now includes a longer telegraph, warning light, improved arcing trajectory, and better client-side presentation.

UI and Presentation

  • Updated Mission Setup with wrapping map, difficulty, and modifier grids.
  • Added modifier hover tooltips with concise descriptions.
  • Improved map preview sizing and layout within Mission Setup.
  • Upgrade Summary now displays resolved ability values instead of base values.
  • Upgrade Summary now includes operative identity, total health, movement speed, jump height, total jumps, dash cooldown, and dash distance.
  • Added progress-based encounter HUD feedback instead of timer-only notifications.
  • Improved combat music continuity during procedural floor transitions.

Bug Fixes

  • Melee enemies now immediately resume pursuit when a target leaves attack range after an attack.
  • Improved recovery for enemies that become obstructed or fail to move during procedural encounters.
  • Prevented blocked enemy spawns from causing sealed rooms to remain incomplete.
  • Improved procedural room cleanup between encounters and floor transitions.
  • Prevented duplicate procedural combat music instances during scene transitions.
  • Final Boss health bars now correctly hide when the game-over state is active.