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Patch Notes Page 90

  • Added contextual ambient soundscapes across outdoor and interior play spaces.
  • Daytime now loops birds-chirping.mp3 outdoors.
  • Nighttime now loops night-cricket.mp3 outdoors, with sporadic eagle-owl.mp3 calls.
  • ambient-pub.mp3 now loops while inside the pub interior and stops after leaving.
  • Added proximity-based campfire ambience from Fire-tagged map tiles.
  • campfire-burning.mp3 now fades in as the player approaches fire sources and fades out with distance.
  • Improved runtime ambient audio control stability.
  • Ambient loops now stop cleanly on run reset, menu transitions, and shutdown.
  • SFX channel controls now support per-channel looping and volume updates for continuous ambient playback.
  • Fixed Dragon launch and fly strips freezing on frame 0.
  • Dragon sprite-state updates no longer overwrite per-state strip segment progress each tick.
  • Launch one-shot and fly directional loops now advance in sequence for all facing directions.
  • Stabilized Dragon segmented animation state handling.
  • Dragon-only animation fields now persist between ticks unless direction/state actually changes.
  • Fixed Dragon visibility flicker and animation frame popping.
  • Dragon boss directional sheets now sample as one-row horizontal strips (right/up/left/down frame segments), matching the actual sprite layout.
  • Launch, walk, melee, hover, fly, and fire-breath animations now stay on valid frame bounds instead of intermittently sampling off-strip frames.
  • Updated Dragon animation documentation to match shipped sprite assets.
  • Dragon asset/spec notes now describe horizontal strip layout and left-to-right directional ordering.
  • Fixed Dragon vertical-strip animation playback.
  • Added column-major sprite animation rendering so Dragon sheets animate down the strip as authored.
  • Dragon launch and fly strips now advance in full sequence instead of stalling/static frame sampling.
  • Tightened Dragon close-range attack gating.
  • Dragon melee and flame-breath action selection now uses hitbox edge distance (not center distance), preventing far-range attack starts.
  • Retuned Dragon engagement ranges for closer combat (meleeRange and firebreathRange).
  • Tightened Dragon melee engagement to close range.
  • Reduced Dragon melee trigger radius so it only attempts melee when very near the player.
  • Refined Dragon launch and attack timing for full-sequence playback.
  • Launch state timer now includes a small playback buffer to better guarantee full directional launch strip completion.
  • Melee and flame-breath one-shots now include small timer buffers for cleaner full-strip playback at variable frame rates.
  • Adjusted Dragon melee cadence to feel more natural with animation speed.
  • Lowered melee cooldown tuning range and enforced a minimum recovery tied to melee animation duration.
  • Melee attack speed now better matches the visual strike timing instead of feeling abrupt or desynced.
  • Improved Dragon chase pathing and unstick behavior.
  • Dragon ground chase now uses nav-grid-aware steering and sidestep fallback when direct pursuit is blocked.
  • Added local open-cell fallback steering so Dragon can recover from blocked approaches instead of freezing in place.
  • Added Dragon attack-state deadlock guard.
  • Dragon melee/launch/fire one-shot exit now also honors state timer expiry as a safety fallback.
  • Prevents Dragon from remaining stuck in a non-moving action state if animation flags desync.
  • Preserved attack commitment behavior.
  • Dragon still stops to execute full melee animation by facing direction, then resumes chase/other behavior.
  • Fixed Dragon action playback re-entry so attack/launch one-shots replay each use.
  • Dragon now explicitly resets one-shot animation playback state on melee, flame-breath, and launch entry.
  • Repeated melee attacks now restart the melee strip each swing instead of reusing a stale finished frame.
  • Reduced Dragon walk-strip resets while moving.
  • Dragon look-direction updates are no longer forced every chase/fly tick by AI steering.
  • Sprite-state directional smoothing now has stable source direction, improving walk animation loop continuity.
  • Fixed Dragon walk animation playback stability.
  • Dragon walk direction selection now uses diagonal deadband smoothing to avoid rapid row flips.
  • Walk strips now loop in-sequence more consistently while Dragon is moving.
  • Tightened Dragon close-range attack behavior.
  • Reduced Dragon melee range to require near-contact before melee starts.
  • Reduced Dragon flame-breath engagement range so breath is used close to the player instead of long range.
  • Enforced full Dragon one-shot action playback for launch/melee/fire breath.
  • Dragon launch now waits for one-shot animation completion before transitioning to hover.
  • Dragon melee and flame-breath states now also wait for one-shot completion before returning to walk/chase.