# Changelog

## [0.1.0]
- Full dedicated-server support: the mob director, Warden, resets and maze generation now run correctly on headless servers (everything server-side operates on replicated ZDO data instead of local instances and physics).
- Multiplayer hardening: sub-boss/Revenant/Warden stats, immunities, names and drop tables now replicate to every player, so kills pay out no matter who lands them; the maze health buff no longer compounds or heals mobs when players stream in; trap damage no longer multiplies with nearby players.
- Guests stepping through a portal before the host no longer forge a duplicate maze - generation is requested from the server.
- Maze resets with players inside now evacuate everyone home first instead of dropping them into the void.
- Graves from maze deaths are relocated to the overworld graveyard reliably on every network topology.
- The exit compass, avalor_tp_end and avalor_tp_grave now ask the server when the target is beyond your local view (fixes the compass going dark deep in 40x40+ labyrinths).
- The overworld portal now sites itself on fresh dedicated worlds via the first client to visit spawn.
- Fixed: sub-bosses spawned at ~40% health; Revenants lost their elite health entirely; crypt keys dropped at 2-4x the intended rate; the Warden could be lured away from its post.

## [0.0.9]
- Initial Public Beta release.
