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Patch Notes Page 56

  • Replaced the temporary controller aim marker with the shipped crosshair asset.
  • Controller-focused gameplay now renders assets/GUI/crosshair.png at 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.
  • 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.
  • 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.
  • 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.
  • 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.ico instead of relying on machine-local Visual Studio metadata.
  • 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.
  • 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.
  • Increased snowy weather flake scale again.
  • Snow now uses a larger 1.25px to 4.75px round-flake radius range while keeping the same slower drift and fall behavior.