Four small-but-sharp combat bugs that were degrading balance on higher-HP builds.

HP stacking from gear

Multiple HP-boosting gear pieces (Kevlar Vest, Neural Implant, etc.) weren’t stacking — only the highest bonus applied. Now correctly sums all gear bonusMaxHealth fields. If you were wondering why your “tank” build felt paper-thin, this was why.

Push distance cap

Push effects could push enemies past the Far slot into an invalid state, leaving them off-screen until something pulled them back. Push is now clamped to distance ≤ 3 (Far). Pulling still works normally.

Weak scaling

Weak debuff was reducing damage by a flat -25 pts instead of -25%. On low-damage attacks this was worse than useless (5 dmg − 25 = 0); on high-damage attacks it was under-powered. Now correctly applies as a 0.75× multiplier.

Rest node healing

Rest nodes’ “heal 30% of max HP” option wasn’t actually healing. The node completed but no HP was restored. Fixed — Rest now correctly applies the heal and closes cleanly.

Other balance

A handful of enemy damage values got a gentle -5% pass for Act 2 after playtests showed Act 2 was spiking harder than Act 1 + early Act 3.