• Enemy shield now absorbs damage before armor + HP (matches player side). Poison / Bleed / Burn bypass BOTH shield and armor via new TakeDirectHPDamage so refreshed shields no longer swallow DoT ticks.
  • DoT ticks fire at END of player turn (before enemy acts) so debuffs applied during the player’s turn take effect immediately. Weak / Vuln decay at end of each enemy’s own turn.
  • PushBack / PullForward early-out when distance doesn’t change, so an Advance card on a CLOSE enemy no longer re-rolls its attack.
  • Enemy damage now scales with difficulty multiplier (Normal 1.0 / Nightmare 1.25 / Hell 1.5); HP scales 1.5x on top of that.
  • Boss redesign: SENTINEL PRIME + NEXUS attack every turn and apply a debuff each hit (applyDebuffsOnAttack flag). SINGULARITY keeps every-other-turn attack cadence but also lands a debuff on hit.
  • Enemy shield visually refreshes at start of turn (fires OnHealthChanged so the UI repaints immediately).
  • Jammer “shield absorbs debuff” log fixed — immunity rejections are reported separately instead of lying about shield absorption.

Commit 0a82ec2 by astafford8488.