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v0.20.13
Section titled “v0.20.13”- Upgraded Escort Duty navigation to match Captain nemesis route handling.
- Escorts now use tighter navmesh corridor lookahead and boundary clearance so they corner more cleanly instead of cutting wide around chokepoints.
- Escort unstuck recovery now retargets toward a real intermediate nav waypoint before falling back to a random offset, which reduces jitter and repeated wall-hugging on long routes.
- Hard-stuck escorts now briefly phase their collision recovery while snapping back onto the navmesh, mirroring the stronger nemesis patrol escape behavior.
v0.20.12
Section titled “v0.20.12”- Fixed Captain nemesis intermission simulation without changing downtime pause behavior.
- Intermission shops and boards still pause the world as before.
- Captains now keep their movement/collision simulation alive between waves when no blocking enemies remain, so they continue patrolling once intermission is running instead of freezing until the next combat phase.
v0.20.10
Section titled “v0.20.10”- Fixed Captain nemesis wave-clear behavior.
- Captains no longer stall wave advancement when they are the last enemy left alive in a wave.
- Non-blocking Captain AI now keeps updating after the blocking enemy count reaches zero, so Captains can continue patrolling or escaping while the wave advances.
v0.20.9
Section titled “v0.20.9”- Tightened Captain nemesis patrol navigation.
- Captains now follow patrol routes with a shorter navmesh corridor lookahead, which keeps them from cutting corners and oscillating through tight hallways.
- Patrol stuck detection now also watches for real progress toward the active checkpoint instead of only raw movement distance.
- Patroling Captains no longer use the random unstuck goal offsets that were making them jitter or “drunk walk” around SpawnArea routes.
- Captain patrol pace now runs at full authored movement speed instead of feeling artificially damped.
v0.20.8
Section titled “v0.20.8”- Smoothed Captain nemesis patrol navigation.
- Enemy stuck detection now scales its movement tolerance to actual per-tick travel instead of assuming anything under half a unit is stalled.
- This reduces false stuck-repath triggers that were making Captains patrol slowly and jitter back and forth in corridors.
v0.20.7
Section titled “v0.20.7”- Reworked Captain patrol movement onto the shared enemy steering path.
- Disengaged Captains now use the same navmesh, clamp, cornering, and corridor-steering stack as normal enemy movement instead of a separate lightweight patrol mover.
- This fixes Captains idling in place between aggro windows and improves their ability to travel through tighter hallways and around corners while patrolling.
v0.20.6
Section titled “v0.20.6”- Fixed Captain nemesis patrol movement when disengaged.
- Captains now fall back to a normalized direct route vector when nav pathing does not immediately return a usable direction, so they resume walking their patrol instead of idling in place until a Warden re-enters aggro range.
- Patrol stuck tracking now treats any real patrol movement as motion, so local unstuck recovery can trigger correctly for stalled captains.
v0.20.5
Section titled “v0.20.5”- Fixed Captain nemesis route seeding.
- Captains no longer count their spawn SpawnArea as a patrol checkpoint, so single-checkpoint routes no longer auto-complete the instant the nemesis appears.