Patch Notes Page 82
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v0.0.716
Section titled “v0.0.716”- 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
M1so abilities1/2/3/4bind 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 tov0.0.717).
v0.0.715
Section titled “v0.0.715”- 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 tov0.0.716).
v0.0.714
Section titled “v0.0.714”- Fixed Snake idle animation rows and frame playback.
- Snake idle now animates using the first two
Snake.pngrows (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 tov0.0.715).
v0.0.713
Section titled “v0.0.713”- 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 tov0.0.714).
v0.0.712
Section titled “v0.0.712”- Fixed Snake summon attack-sheet render normalization so combat no longer shrinks.
- Snake combat rendering now stays at full 1:1
16x16in-world footprint while using24x24attack frames fromSnake_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 tov0.0.713).
v0.0.711
Section titled “v0.0.711”- 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(from96x96source) 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 tov0.0.712).
v0.0.710
Section titled “v0.0.710”- Updated Sage/George summon UI and supply feedback.
- Sage selected-summon UI now shows
Snake/Beetle; George keepsWarrior/Archer/Cleric/Wizard. - HUD wallet now always shows real-time
Supply used/maxfor 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.pngattack 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 tov0.0.711).
v0.0.709
Section titled “v0.0.709”- Fixed selected-units fallback HUD leaking through when opening George’s build menu.
- Pressing
Vwith 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 tov0.0.710).