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Patch Notes Page 82

  • Fixed Raven bear/wolf shapeshift animation stitching and attack direction mapping.
  • Bear/Wolf form attacks now use explicit 4-row directional mappings (Right, Left, Down, Up) instead of generic melee variant row selection.
  • Wolf movement rows now respect the authored non-combat ordering, including the skipped spacer row before Walk Up.
  • Fixed Raven form-kit hotkey slot offsets in Bear and Dire Wolf forms.
  • Added form primary attacks back to slot M1 so abilities 1/2/3/4 bind correctly to active form abilities.
  • Fixed Raven human-form auto-attack regression after shapeshift return.
  • Returning to human now restores Druid offense type to ranged, so projectile auto-attacks resume correctly.
  • Improved Dire Wolf form visual scale consistency.
  • Dire Wolf base in-world size now matches hero-scale presentation (up from the prior undersized form).
  • Bear/Wolf combat sheet render normalization now follows movement-vs-combat frame-size ratios to prevent attack-time scale popping.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.716.
  • Updated Discord join-service test build-tag fixtures to v0.0.716 (mismatch assertion moved to v0.0.717).
  • Updated Sage Snake summon combat behavior to melee.
  • Snake summons now use melee offense (offensiveType: Melee) instead of firing projectiles.
  • Snake attack range was tightened to close-range (22) so snakes approach enemies before attacking.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.715.
  • Updated Discord join-service test build-tag fixtures to v0.0.715 (mismatch assertion moved to v0.0.716).
  • Fixed Snake idle animation rows and frame playback.
  • Snake idle now animates using the first two Snake.png rows (Idle Right, Idle Left) with frame sequencing left-to-right.
  • Snake idle front/back mapping now points to idle rows instead of walk rows, preventing walk-cycle visuals while stationary.
  • Removed single-frame snake idle override that caused fallback full-sheet rendering.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.714.
  • Updated Discord join-service test build-tag fixtures to v0.0.714 (mismatch assertion moved to v0.0.715).
  • Fixed Snake combat-size parity and stationary idle behavior.
  • Snake combat render normalization now follows the movement/combat frame-width ratio (24:16) so attack visuals match non-combat perceived size.
  • Snake idle now uses a true stationary frame when not moving/attacking, preventing walk-loop playback while standing still.
  • Snake mini-unit movement idle threshold was tightened to suppress low-speed drift animation jitter.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.713.
  • Updated Discord join-service test build-tag fixtures to v0.0.713 (mismatch assertion moved to v0.0.714).
  • Fixed Snake summon attack-sheet render normalization so combat no longer shrinks.
  • Snake combat rendering now stays at full 1:1 16x16 in-world footprint while using 24x24 attack frames from Snake_Attack.png.
  • Added a snake-specific combat-scale guard in mini-unit spawn setup to keep movement/combat size parity.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.712.
  • Updated Discord join-service test build-tag fixtures to v0.0.712 (mismatch assertion moved to v0.0.713).
  • Fixed Sage Snake summon sprite-sheet mapping and combat sheet stitching.
  • Snake movement now uses explicit non-combat row mapping from Snake.png (idle right/left, walk right/left/down/up, death right/left).
  • Snake attack now uses explicit directional rows from Snake_Attack.png (right/left/down/up) instead of generic paired melee-variant row logic.
  • Snake combat sheet frame size is now 24x24 (from 96x96 source) with combat render scaling so in-world size stays at 16x16.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.711.
  • Updated Discord join-service test build-tag fixtures to v0.0.711 (mismatch assertion moved to v0.0.712).
  • Updated Sage/George summon UI and supply feedback.
  • Sage selected-summon UI now shows Snake / Beetle; George keeps Warrior/Archer/Cleric/Wizard.
  • HUD wallet now always shows real-time Supply used/max for Sage and George.
  • Fixed Sage summon visuals/combat behavior.
  • Snake and Beetle summons now render at true 16x16 scale with matching hitboxes.
  • Snake summons now use assets/Sprites/Units/Snake/Snake_Attack.png attack animation sheet while attacking.
  • Beetle auto-attack visuals now mirror Jade Earth level-1 projectile style without poison effect application.
  • Fixed summon supply lifecycle.
  • Sage summons now correctly release occupied supply when they die or expire.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.710.
  • Updated Discord join-service test build-tag fixtures to v0.0.710 (mismatch assertion moved to v0.0.711).
  • Fixed selected-units fallback HUD leaking through when opening George’s build menu.
  • Pressing V with units selected now suppresses the legacy selected-units fallback panel while the build menu is open.
  • The fallback selected-units hit-region and combat-toggle input are now gated by the same visibility conditions used for selected-units overlay arbitration.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.709.
  • Updated Discord join-service test build-tag fixtures to v0.0.709 (mismatch assertion moved to v0.0.710).