Patch Notes Page 91
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v0.0.636
Section titled “v0.0.636”- Tightened Dragon melee behavior and attack pacing.
- Reduced Dragon melee trigger distance so melee only starts at close range.
- Added Dragon melee cooldown tuning (
meleeCooldownMin/meleeCooldownMax) to prevent rapid back-to-back melee retriggers. - Dragon now resumes chase pressure between melee swings instead of repeatedly re-entering melee every frame.
- Fixed Dragon animation commitment for melee and fire breath.
- Dragon fire breath animation now runs as a one-shot sequence (full strip playback) instead of looping.
- Dragon attack state timers now honor full animation duration for melee and fire breath.
- Dragon facing is now held during committed attack states so directional strip changes do not restart the animation mid-cast.
- Updated Dragon attack selection cadence.
- When both attacks are available, Dragon now alternates between melee and fire breath rather than always selecting one.
v0.0.635
Section titled “v0.0.635”- Refined Dragon boss presentation and combat behavior.
- Dragon now renders without boss recolor/filter tinting and keeps source sprite colors.
- Dragon first-boss fallback spawning now also uses neutral Dragon coloring.
- Updated Dragon combat loop for clearer melee pressure.
- Ground behavior now actively chases players when out of melee range.
- Melee animation now plays as a one-shot strike instead of looping continuously.
- Reworked Dragon firebreath to be animation-driven (no projectile fireballs).
- Firebreath no longer spawns projectile entities.
- Firebreath now applies direct cone damage ticks during the breath animation.
v0.0.634
Section titled “v0.0.634”- Enforced Dragon as the first boss-wave spawn during runtime.
- On the first configured boss wave, if no Dragon boss is present, the game now force-spawns a Dragon boss entity.
- Any non-Dragon bosses spawned for that first boss wave are replaced to keep the wave behavior deterministic.
- Hardened first-boss-wave behavior against branch/config mismatches.
- Added a gameplay-level safeguard after wave spawn so Dragon-first testing no longer depends on a single spawn path.
v0.0.633
Section titled “v0.0.633”- Added Dragon archetype fallback injection for boss reliability.
- If
data/enemies.jsonis missing/invalid/incomplete, the loader now auto-injects a Dragon boss archetype directly fromassets/Sprites/Enemies/Dragon. - This keeps first-boss Dragon tests working even when the JSON route fails.
- Prevented silent random-boss fallback on first-boss Dragon waves.
- If first-boss Dragon resolution fails, wave spawn now warns and skips that boss spawn instead of silently spawning a regular random boss.
v0.0.632
Section titled “v0.0.632”- Added explicit first-boss id routing for deterministic Dragon testing.
- New gameplay setting:
boss.firstBossId(defaultdragon). - First boss wave now resolves this id directly before any fallback boss selection logic.
- Fixed first-boss config propagation across WaveSystem setup paths.
WaveSystemboss config now carries the first-boss id in all initialization/reset flows.boss.wave = 1+boss.firstBossId = "dragon"now forces Dragon at wave 1.
v0.0.631
Section titled “v0.0.631”- Fixed Dragon first-boss-wave routing to avoid fallback regular bosses.
- First boss wave now resolves Dragon by
dragonBossmetadata (with id fallback) instead of relying only on a hardcoded id lookup. - Added a warning log when first-boss-wave Dragon is requested but no Dragon archetype exists in enemy data.
- Fixed boss config propagation during gameplay settings initialization.
WaveSystemnow re-applies boss wave/interval/stat config immediately aftergameplay.jsonvalues are assigned, preventing stale startup ordering from overridingboss.wavetest tuning.
v0.0.630
Section titled “v0.0.630”- Fixed Dragon boss selection when changing boss-wave tuning for testing.
- Dragon now spawns on the configured first boss wave (
boss.wave) instead of being hard-locked to wave 10. - Example: setting
boss.waveto1now correctly spawns Dragon at wave 1.
v0.0.629
Section titled “v0.0.629”- Added the Dragon boss event at wave 10.
- Wave 10 now spawns a dedicated Dragon boss instead of a random boss archetype.
- Dragon spawn is boss-only and excluded from normal enemy/event random pools.
- Added a full Dragon behavior and animation state set.
- Dragon now alternates between ground melee pressure, firebreath volleys, and launch/hover/fly kiting phases.
- Dragon animation now uses dedicated action sheets (idle, walk, melee, launch, hover, fly, firebreath, death) with directional frame strips.
- Updated boss pacing and animation support.
- Boss milestone tuning now starts at wave 10 in gameplay data.
- Sprite animation rendering now supports per-row frame start offsets for segmented strips.