Caelumora — v0.73.1: Combat Stats Polish
Hey all! v0.73.1 is a focused polish pass on the combat stat system introduced in the HP rework. A few things felt rough around the edges — Fortune wasn’t contributing as much as it should, the crit floor at low levels was frustrating, and a handful of tooltips were showing incorrect or missing info. All of that is cleaned up here.
Fortune Now Matters for Combat
Fortune (the Exploration skill passive) has always given a little boost to accuracy, crit, lifesteal, and special attack chance — but the multipliers were so small they were barely visible in your stat sheet. That’s fixed now.
The new scaling is considerably higher across the board, and Fortune now also contributes to evasion and damage reduction — two stats it had no effect on before. If you’ve been neglecting Exploration, it’s now worth a second look for your combat build.
Base Crit Chance: 5% for Everyone
Previously, if you had no crit sources equipped, your crit chance was exactly 0%. Crits would never happen. This felt bad, especially early on when you’re still building out your gear.
There’s now a 5% base crit chance baked into every player. You’ll always have a small chance to land a critical hit regardless of what you’re wearing.
4 New Stat Tiles in the Combat UI
The combat panel now shows 12 stat tiles instead of 8. The four additions are:
- Penetration — how much of the enemy’s armor you’re bypassing per hit
- Crit Damage — your crit hit multiplier (default 1.5×, scales with gems and enchants)
- Attack Speed — your current attack interval with a full source breakdown in the tooltip
- Damage Reduction — how much incoming damage you’re absorbing
Each new tile has a breakdown tooltip showing exactly what’s contributing to the number, the same way the existing stat tiles do.
Performance: Enemy Attacks Batched
The enemy attack loop was making 4 separate state updates per hit. It’s now a single batched call. This won’t be noticeable under normal conditions, but it removes some unnecessary re-renders during fast combat cycles.
Bug Fixes
Evasion showing “+0 Enchantment” — if you had no evasion enchantment equipped, the tooltip was showing a useless “+0 Enchantment” line. That entry is now hidden when its value rounds to zero.
Damage reduction bypass in batched path — the batched enemy attack path introduced in v0.73.0 had a bug where damage reduction wasn’t being applied. Hits were landing for full damage regardless of your reduction stat. Fixed.
Knockout state — cooldownEndTime and lastDamageTime were not being set correctly when the enemy’s batched attack triggered a knockout. The knockout state is now written correctly in all paths.
Stale snapshot on knockout check — the knockout check was reading from a tick-start snapshot of state rather than the freshly mutated state, which could cause the check to miss a kill. It now reads fresh state.
Negative blessings in stat breakdowns — blessings with negative effects (e.g. Berserker’s Oath’s armor penalty) were being silently dropped from combat stat breakdown tooltips. They now appear correctly with their negative values.
Hit chance decimals — the hit chance display was showing redundant “.00” in some cases (e.g. “85.00%”). It now formats cleanly.
What’s Next
The combat stat UI is in a good place now. Next up is likely a content pass — more dungeon variety and a look at some of the mid-game skill gaps.
Thanks for the bug reports that drove this one!
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— VHS