Patch Notes Page 83
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v0.0.708
Section titled “v0.0.708”- Fixed selected-unit overlay flow so George unit selection uses the themed overlay path reliably.
- Selecting mini-units now clears selected-building focus, allowing the selected-units Rml overlay to appear instead of being suppressed by stale building selection state.
- This removes cases where unit selection dropped to the legacy fallback panel despite valid selection.
- Rethemed selected-unit fallback visuals to match the warm in-run HUD language.
- Fallback selected-unit card/text/button colors now match the current brown/gold panel styling instead of legacy blue tones.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.708. - Updated Discord join-service test build-tag fixtures to
v0.0.708(mismatch assertion moved tov0.0.709).
v0.0.707
Section titled “v0.0.707”- Improved healer fallback combat movement and George militia pathing consistency.
- Goblin/Orc healers now defer to the standard enemy AI chase/path solver whenever no nearby heal target is available.
- George militia movement now uses enemy-style steering and clamping (path direction + separation + obstacle steering + navmesh clamp) instead of bespoke solid-probe steering.
- Improved George militia collision navigation reliability.
- Mini-unit navigation now consumes the shared nav grid used by enemies, events, and waves for obstacle-aware movement around blocked layers.
- Reduced aggressive near-zero velocity snapping that could prematurely stop movement and contribute to spin/stall behavior.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.707. - Updated Discord join-service test build-tag fixtures to
v0.0.707(mismatch assertion moved tov0.0.708).
v0.0.706
Section titled “v0.0.706”- Improved George militia combat awareness and pathing recovery.
- George militia now acquire and engage enemies only within their vision bubble range.
- Combat stalls now clear stale target locks and force immediate repath attempts to reduce spin/stuck behavior near collision.
- Tightened blocked-shot behavior for George militia and adjusted enemy support pressure.
- Archer/Wizard line-of-fire checks now hard-block on collision and nav blockers, reducing shots into walls/buildings.
- Goblin/Orc healers still prioritize nearby ally heals, but now switch to attacking heroes when no local heal target exists.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.706. - Updated Discord join-service test build-tag fixtures to
v0.0.706(mismatch assertion moved tov0.0.707).
v0.0.705
Section titled “v0.0.705”- Stabilized George militia combat behavior when combat mode is enabled.
- Mini-units now keep a short combat target lock to reduce rapid target/facing oscillation (“spin in place”) while engaging.
- Combat target lock clears cleanly when units are garrisoned, manually ordered, or combat is disabled.
- Fixed Warrior close-range engagement so they do not idle just outside melee reach.
- Heavy/melee approach logic now pushes into true attack range instead of stopping early in a wide slack band.
- Improved Archer/Wizard projectile lane clipping near collision.
- Ranged line-of-fire checks now use a permissive clip buffer near lane edges (similar to center-line clipping behavior), so shots are less likely to be falsely blocked by near-wall grazing.
- Ranged units still avoid hard-blocked lanes and will reposition/retarget rather than shooting into solid collision.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.705. - Updated Discord join-service test build-tag fixtures to
v0.0.705.
v0.0.704
Section titled “v0.0.704”- Corrected George Wizard militia projectile behavior to match Jade level-1 Fire auto-attacks.
- Wizard militia projectiles now apply Fire spell stage 1 instead of stage 3, preventing fireball-style impact explosions.
- Wizard militia fire-row visuals remain mapped to the elemental sheet while preserving non-explosive impact behavior.
- Improved George militia combat pathing and blocked-shot behavior around collision layers.
- Mini-unit movement now performs local solid-aware steering probes to sidestep blockers instead of repeatedly pressing into walls.
- Removed direct-force movement fallback when nav pathing returns zero, reducing wall-running and spin-lock behavior near tight collision.
- Ranged militia now require clear line-of-fire (solid + nav-space checks) before shooting, and will retarget/reposition instead of firing into blocked lanes.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.704. - Updated Discord join-service test build-tag fixtures to
v0.0.704.
v0.0.703
Section titled “v0.0.703”- Improved George militia movement and idle stability.
- Light-unit retreat/approach movement now falls back cleanly when nav pathing returns no direction, reducing spin-lock and wall-hugging stalls.
- Mini-unit facing updates now use a stricter mini-unit movement epsilon so near-zero velocity jitter does not cause idle turning.
- Refined George tower and wizard projectile behavior.
- Tower arrows now aim and spawn from tower collision-centered origin/muzzle offsets, and still use Robin-style arrow frame orientation.
- Wizard militia projectiles now use Jade fire-style visual treatment and explicit Fire spell tagging.
- Updated George builder progression kit.
- Builder ability data now includes
Primary Fireplus militia-specific upgrades forWarrior,Archer,Cleric, andWizard. - Added per-unit-key permanent buff support so builder upgrades target the current militia roster directly.
- George primary auto-attack now scales with primary ability upgrade level.
- UI/positioning and tuning follow-up.
- Raised build-menu anchor by ~12px to avoid overlap with lower HUD framing.
- Reduced Warrior melee engagement range for near-contact combat behavior.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.703. - Updated Discord join-service test build-tag fixtures to
v0.0.703.
v0.0.702
Section titled “v0.0.702”- Fixed George construction/building interaction reliability.
- Building world-click selection now respects collision-box offsets, so newly placed George structures remain selectable while constructing.
- Construction reveal now keeps a visible minimum sprite slice during early progress, preventing structures from appearing to vanish mid-build.
- Improved George combat movement and tower projectile readability.
- Tower arrow projectiles now initialize directional sprite rows at spawn using the same frame-index logic as Robin-style arrows.
- Militia ranged and ally arrow projectiles now share that spawn-time directional setup for consistent facing.
- Mini-unit combat hold behavior now snaps to stable zero-velocity in in-range bands, reducing spin-in-place oscillation.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.702. - Updated Discord join-service test build-tag fixtures to
v0.0.702.
v0.0.701
Section titled “v0.0.701”- Polished George militia combat readability and tower interactions.
- Warrior and Archer health bars now stay fixed while swapping between movement/combat sheets.
- Tower and militia archer arrows now use the same omni-directional arrow-facing logic as Robin.
- Tower garrison actions now require close proximity for both archers and George.
- Improved George militia combat reliability.
- Archer and Wizard militia ranged auto-attacks now route through projectile spawning so ungarrisoned ranged units resume visible firing behavior.
- Warrior melee tuning now requires near-contact engagement, and militia movement smoothing reduces spin-in-place jitter during ranged spacing.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.701. - Updated Discord join-service test build-tag fixtures to
v0.0.701.