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Patch Notes Page 91

  • 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.
  • 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.
  • 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.
  • Added Dragon archetype fallback injection for boss reliability.
  • If data/enemies.json is missing/invalid/incomplete, the loader now auto-injects a Dragon boss archetype directly from assets/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.
  • Added explicit first-boss id routing for deterministic Dragon testing.
  • New gameplay setting: boss.firstBossId (default dragon).
  • First boss wave now resolves this id directly before any fallback boss selection logic.
  • Fixed first-boss config propagation across WaveSystem setup paths.
  • WaveSystem boss config now carries the first-boss id in all initialization/reset flows.
  • boss.wave = 1 + boss.firstBossId = "dragon" now forces Dragon at wave 1.
  • Fixed Dragon first-boss-wave routing to avoid fallback regular bosses.
  • First boss wave now resolves Dragon by dragonBoss metadata (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.
  • WaveSystem now re-applies boss wave/interval/stat config immediately after gameplay.json values are assigned, preventing stale startup ordering from overriding boss.wave test tuning.
  • 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.wave to 1 now correctly spawns Dragon at wave 1.
  • 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.