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Patch Notes Page 84

  • Added real-time fog-of-war vision for George’s militia and structures.
  • George-owned mini-units now add vision bubbles while alive and not garrisoned.
  • George-owned buildings now add vision bubbles while alive.
  • Normalized George militia combat sprite scaling for Warrior and Archer.
  • Added a data-driven combatRenderScale tuning key in data/units.json for mini-unit combat sheets.
  • Warrior/Archer combat sheets now stay visually consistent with their non-combat 16x16 footprint.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.700.
  • Updated Discord join-service test build-tag fixtures to v0.0.700.
  • Fixed George builder placement flow and militia visual parity.
  • Build preview placement click now commits reliably without being blocked by stale UI hit-gating.
  • George militia using 32x32 combat sheets now keep a 16x16 in-world footprint across movement and combat states.
  • Updated George UI visual consistency.
  • Build menu overlay remains anchored in the raised position and uses the warm HUD palette in staged runtime data.
  • Disabled unintended George militia sprite recoloring.
  • Mini-units now render at authored sprite RGB colors while still honoring alpha-based effects.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.699.
  • Updated Discord join-service test build-tag fixtures to v0.0.699.
  • Fixed George building placement and drag-select clicks not registering during in-run UI usage.
  • Mouse button-down state now always updates in the SDL input bridge, restoring edge-triggered world actions while RmlUi overlays are present.
  • Builder placement preview left-click commit now reliably places House/Tower/Barracks instead of staying attached to the cursor.
  • Updated fallback Build Menu visuals to match the in-run HUD language.
  • Legacy fallback panel now uses the warm brown/gold palette instead of the old blue prototype colors.
  • Fallback panel anchor was raised to align with the intended overlay placement.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.698.
  • Updated Discord join-service test build-tag fixtures to v0.0.698.
  • Fixed George building placement input path while in build-preview mode.
  • Builder-selected overlays are now hidden during placement preview so world-click placement no longer gets blocked by UI overlay input capture.
  • Building previews now place reliably on left-click after selecting House/Tower/Barracks from the build menu.
  • Updated George builder overlays to match the in-run UI theme.
  • Build menu, selected-building panel, and selected-units panel now use the warm brown/gold HUD color language instead of the blue prototype palette.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.697.
  • Updated Discord join-service test build-tag fixtures to v0.0.697.
  • Reworked George’s builder flow around militia recruitment and tower defense.
  • Barracks now recruit Warrior, Archer, Cleric, and Wizard militia classes using new unit sprite sets.
  • George structures now use dedicated House/Tower/Barracks assets with updated collision footprints and higher durability.
  • Towers now support garrisoning archers for multi-target volleys and garrisoning George for temporary safety.
  • Added builder construction and supply upgrades.
  • George buildings now use timed construction with a bottom-up reveal effect and finish automatically once placed.
  • Builder starting supply/cap and House supply contribution were increased to support larger militia armies.
  • Updated George builder UI to RmlUi.
  • Build menu and selected-building controls now run through RmlUi overlays, including tower garrison actions.
  • Added an RmlUi selected-units panel with militia counts and combat-toggle controls.
  • Fixed George interaction regressions tied to builder overlays.
  • Overlay hit-testing now only captures input on visible cards, restoring drag-selection and reliable building placement clicks.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.696.
  • Updated Discord join-service test build-tag fixtures to v0.0.696.
  • Tuned Sally Holy Smite cast VFX size to intended in-world scale.
  • Holy Smite now renders at 1:1 sheet frame size (32x32) instead of the oversized 2x scale.
  • Keeps the same cursor targeting, animation playback, and Holy damage behavior.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.695.
  • Updated Discord join-service test build-tag fixtures to v0.0.695.
  • Fixed Sally Holy Smite cast visuals anchoring and readability.
  • Timed sprite-sheet VFX entities are now tagged as projectile VFX so navmesh/bounds clamping no longer shifts cursor-targeted casts away from their cast point.
  • Holy Smite cast VFX now renders with full alpha and a front-biased sort offset for more consistent on-screen visibility at cursor.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.694.
  • Updated Discord join-service test build-tag fixtures to v0.0.694.
  • Fixed Sally Holy Smite cast visuals not appearing reliably.
  • Added on-cast lazy loading for assets/Sprites/Spells/HolySmite.png so the effect still renders if startup sheet load is unavailable.
  • Increased Holy Smite cast visual presence by scaling the 32x32 sheet frame for clearer in-world readability.
  • Added a resilient VFX lifetime floor and fallback sprite-sheet path so a visible cast effect still appears.
  • Updated build/version alignment.
  • Updated player-visible build string to Pre-Alpha | Build v0.0.693.
  • Updated Discord join-service test build-tag fixtures to v0.0.693.