Patch Notes Page 56
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v0.0.941
Section titled “v0.0.941”- Replaced the temporary controller aim marker with the shipped crosshair asset.
- Controller-focused gameplay now renders
assets/GUI/crosshair.pngat its native authored size, centered directly on the right-stick aim target. - The previous debug-style drawn ring is kept only as a fallback if the crosshair asset fails to load.
v0.0.940
Section titled “v0.0.940”- Tightened controller-focused combat aiming.
- The right-stick reticle now sits much closer to the hero for better readability around the player sprite.
- Controller-focused spell and ability targeting now uses the right-stick target instead of falling back to mouse position.
- Cleaned up aim-source presentation during gameplay.
- The mouse cursor is hidden while controller aim has focus, and the controller reticle is hidden while mouse aim has focus.
v0.0.939
Section titled “v0.0.939”- Restored broad Windows controller detection.
- SDL controller startup no longer waits for XInput-only detection, so non-XInput pads can be discovered again.
- HIDAPI and RawInput controller discovery paths are enabled again for wider device compatibility.
v0.0.938
Section titled “v0.0.938”- Added a proper controller aim reticle for active gameplay.
- Right stick aim now uses a fixed-radius virtual reticle anchored to the hero instead of pushing the Windows mouse cursor around during combat.
- Projectile fire now respects the most recent aim source, so mouse and controller aim can swap cleanly without changing movement facing.
- Cleaned up shared projectile aiming flow.
- Ranged attacks and projectile-spawning rune or consumable effects now read the same gameplay aim state instead of querying raw cursor position directly.
v0.0.937
Section titled “v0.0.937”- Fixed Windows builds so the game icon is always embedded in
Wardens of Wen.exe. - The executable now compiles a source-controlled resource script that points at
assets/app.icoinstead of relying on machine-local Visual Studio metadata.
v0.0.936
Section titled “v0.0.936”- Smoothed cloud changes between wave-to-wave weather updates.
- When cloud layouts or cloud-density tuning change, the old cloud layer now fades out while the new one fades in instead of snapping on a wave transition.
- Kept the earlier run-unique cloud behavior and weather carry-over tuning.
- Cloud shadows still derive their layout seed from the current run seed, and weather definitions can still author carry-over chance between waves.
v0.0.935
Section titled “v0.0.935”- Made cloud layouts unique per run instead of repeating every playthrough.
- Cloud shadows now derive their layout seed from the current run seed while still staying stable for the duration of that run as weather shifts.
- Smoothed round-weather transitions between waves.
- Weather definitions can now author a carry-over chance so the same weather can persist into the next wave instead of rerolling every transition.
v0.0.934
Section titled “v0.0.934”- Increased snowy weather flake scale again.
- Snow now uses a larger
1.25pxto4.75pxround-flake radius range while keeping the same slower drift and fall behavior.