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v0.3.0-rc1 — Endless survival, new threats and enchanted ammunition

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@Xi-Gong Xi-Gong released this 19 Oct 08:24
· 162 commits to main since this release

v0.3.0-rc1 — Endless survival, new threats and enchanted ammunition

This release has been redesignated v0.3.0-rc1 (prerelease). The original executable, asset filenames, checksums and validation evidence are unchanged. Its embedded application version remains 0.3.0. The rc1 tag points to the original release commit; this is a designation change, not a rebuilt binary.

🧟 Two new enemy variants

  • Bone Chargers join the zombie family from wave 8. Their bone shoulder armor and rusted bracers accompany a visible warning, a straight rush and a recovery window. Hits interrupt the charge.
  • Ember Priests join the devil family from wave 20. A modeled horn crown, molten chest markings and wrist armor distinguish their ground-flame spell from the base devil's fireballs.
  • Armor, horn sockets, clothing and molten inlays share the native model's lighting, outlines and moving body parts. Complete walk return frames and visible skill end poses keep the animation cycles coherent.
  • Variants replace existing spawn slots. Active limits and clear warnings keep their skills readable, including at LOW detail.

💜 Enchant the ammunition you are holding

  • Priests always drop one crate: 30% purple enchantment, otherwise one equally likely armor, ammunition or medical crate.
  • Enchantment grants 35% more damage to the held weapon's current ammunition. Ordinary bullets penetrate two additional enemies; railguns retain their existing piercing. Explosions have stronger edge damage and respect physical walls.
  • Purple ammo text, tracers and blast colors identify the effect. Refills add ordinary rounds; switching weapons, recovery crates and saves preserve the enchanted remainder.
  • Chargers have a 50% red-box drop chance, combined with the existing combo guarantee into at most one box per kill.

♾️ Keep growing beyond level 125

  • Levels continue without a gameplay cap. Health, armor capacity, weapon damage and finite ammunition capacity keep growing after the original weapon table ends.
  • Enemy health and damage rise with wave progression. Wave budgets stop at 200 zombies and 10 devils, including variants.
  • Starting-wave selection follows your historical best beyond wave 100. High-wave saves restore directly without replaying every earlier wave.

🛠️ Reliable pickups and calmer menus

  • Supplies refill the correct personal maxima and preserve higher capacities inherited from weapon recovery crates. Single-weapon red rewards fill only the chosen weapon.
  • Confirmed P1/P2 pickup messages use a stable three-row HUD queue, including simultaneous pickups, with smooth movement, pause support and fade-out.
  • Main-menu hit areas and conditional LAN actions have clearer spacing across wide and tall windows.

New PvE rules apply to solo, local co-op and compatible LAN peers. Death match and older peers retain their supported rules.

Windows portable: Boxhead 2Play Rooms-0.3.0-portable.exe. Saves remain in %USERPROFILE%\.boxhead.
Release verification is functional and serialized; gameplay/LAN performance benchmarks and extreme stress are outside this release's authorized QA scope.

Detailed changes and verification (Chinese)

Full changelog: v0.2.9...v0.3.0-rc1