v0.1.3 is a big polish pass: physics ragdolls, a thin-laser projectile rework, several multiplayer fixes, and a bunch of HUD and economy tuning.
Heads-up on multiplayer: I'm a solo developer, so the multiplayer fixes below are completely untested in a real two-player session. They look correct on paper and the single-player paths around them are solid, but please assume MP is unverified — bug reports from anyone who tries it with a friend would be hugely appreciated.
Added
Ragdoll corpses with physics tumble — enemies fall and roll on death (impulse derived from the killing hit), self-sink into the floor after 20s. Walk through them freely; corpses brush aside but never block. Grenades launch them.
Exile perk laser — cursed enemies show a thin red "red dot sight" beam from the player to their chest while the curse ticks; persists through the auto-shot impact.
Shield bubble visual — translucent white sphere around the player whenever an Active Shield is up.
Laser-trooper enemy archetype — fast-firing, low-damage-per-shot ranged variant that mixes into the spawn pool alongside the existing slug-thrower ranged enemies.
Side-by-side equipped item comparison — hold Shift while hovering an item to view your currently equipped piece next to it.
Snarky randomized death messages, with cause-specific lines (e.g. falling into a pit gets its own pool).
Click your avatar to open the character sheet (no need to remember the hotkey).
Changed
Tooltips for enemies, pickups, and interactables now pin to top-center instead of hovering above the target. Locked tooltips (LMB-held on an enemy) gain a gold border.
Item tooltips show only the headline DPS comparison inline; everything else is plain values. Use Shift for the full side-by-side compare.
Bullets and laser bolts render as a thin elongated streak instead of a glowing ball; charged plasma keeps its sphere look. Enemy fire is now distinctly yellow vs. player cyan.
Projectile speeds bumped across the board (~2× for laser-pistol-feel weapons; charged plasma deliberately slower).
Bullets and AoE shots now visibly impact walls instead of vanishing.
Boss is faster (1.35× chase speed) and hits harder (2.25× base damage).
Early-game enemy damage roughly doubled (level 1–4) so combat has bite from the start.
Loot drop rate cut roughly in half at every level.
Item rarity weights skew much harder toward common (80% common / 14% magic / 5% rare / 1% unique). Named monsters now floor at magic instead of rare so they don't overrun the curve.
XP curve slowed so the first boss lands you around level 3 instead of 5+.
First talent point now lands at level 2 (the first level you gain), then every 3 levels after — 2, 5, 8, 11...
Talent-point indicator (the green +) moved to the upper-right of the avatar with a larger, pulsing glow.
Level-up banner simplified to "Level up!" with a second line ("Talent point available (N)") only when a point was actually granted.
Starter chest skipped on NG+ runs — your existing gear is enough.
Death messages use a smaller font so longer snark lines fit cleanly.
Fixed
Multiplayer: character selection is required before joining or hosting a multiplayer session (was being bypassed).
Multiplayer: phantom second avatar no longer appears when starting a host session solo (Steam ID vs. Godot peer ID confusion).
Multiplayer: items can now be picked up in MP sessions — owner-ID and host-side validation were comparing different ID spaces.
Multiplayer: enemy projectiles no longer crash the game when they hit the player (charmed-pet check signature mismatch).
No more error spam or crashes when exiting a level or quitting to the main menu — multiple teardown paths (SpatialGrid, ProximityLighting, mid-attack enemies) were touching detached nodes.
Bullets and laser bolts no longer cast jittery shadows as they fly.
