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Patch Notes Page 12

  • Fixed George militia being ghost-consumed during combat training.
  • ECS entity ids now stay monotonic for the lifetime of a run instead of being recycled immediately, which prevents stale projectile or VFX references from latching onto freshly trained George militia or newly placed structures.
  • George barracks recruits no longer disappear into projectile-looking ghosts while still keeping their supply cost.
  • Reduced George cleric heal sparkle size again.
  • The green cleric support sparkles now render at 16x16 for a tighter heal cue.
  • Fixed George buildings being scrubbed into ghost collision by stale projectile mirrors.
  • Replicated projectile bookkeeping now only reuses or destroys entities explicitly tagged as mirrored network projectiles.
  • Newly placed George houses, towers, and barracks no longer lose their building, health, or solid state when an old mirrored projectile id gets recycled.
  • Fixed George projectile ownership and replica cleanup.
  • George-owned militia and structure shots now resolve back to the owning player in multiplayer snapshots instead of falling into an anonymous shared projectile bucket.
  • Replicated projectile entities now scrub stray unit/building render traits before applying projectile visuals, which stops George shots from intermittently borrowing militia or structure art.
  • Fixed George building placement and barracks reliability.
  • Builder placement preview now turns invalid on blocked footprints, and blocked clicks no longer commit invisible collision-only structures.
  • Barracks-trained militia now search for nearby open ground before spawning so crowded exits no longer make recruits vanish, replace existing units, or desync supply.
  • Reworked the selected-building card for George structures.
  • House, Tower, and Barracks panels now show explicit health, shields, armor, supply, and queue or garrison state with wider action buttons that do not overlap their labels.
  • Tuned George cleric heal sparkle scale.
  • The green sparkle bursts on George cleric heal targets now render at half size for a tighter, less screen-filling support cue.
  • Fixed George cleric heal sparkles on the live militia heal path.
  • George’s Cleric mini units now fire their visible heal cue from the actual MiniUnitSystem medic-heal path instead of only the separate hired-ally support path.
  • Healed militia now get the same foregrounded burst and green sparkles when George clerics restore them in combat.
  • Amplified George cleric heal sparkles.
  • George’s Cleric militia now spawn multiple green sparkle bursts on the healed target instead of a single subtle flash.
  • The sparkle cue remains foregrounded so healing is easier to read inside dense militia packs.
  • Refined George cleric heal readability.
  • George’s Cleric militia now add explicit green sparkles on the healed target.
  • Cleric heal visuals are now forced into the foreground so the target effect is readable even in unit overlap.