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0.6.49
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ASKA Fox changelog

0.6.49 — update from public 0.6.3

Consolidates 0.6.4–0.6.49. The previous Nexus file was AskaFox V0.6.3 despite its site version field reading 1; Thunderstore also released 0.6.3.

Work and gathering

  • Added a dedicated horizontal, mouth-held axe swing for standing trees, shared by one-handed and two-handed axes.
  • Added a separate downward strike for mining, stumps and fallen wood, shared by both pickaxe/axe sizes.
  • Corrected tool-head direction so strikes lead with the axe edge or pick point rather than the handle.
  • Added stronger windups, planted paws, body bracing, fast strikes, follow-through and recoil.
  • Curved the downward stroke and rotated the displayed tool around its mouth grip so the edge or point faces into impact.
  • Added a mouth-held soil-work stroke for hoeing, shovelling, terrain shaping and road making: reach, plant, rake/scoop and clearing flick.
  • Rotated hoes/rakes and shovel blades into their working angle during soil strokes, then returned them to their carry grip.
  • Added a dedicated building/repair hammer stroke with visible windup, impact and recoil; the displayed hammer rotates with the stroke.
  • Added a skinning pin-and-pull animation, selected from the active skinning task rather than treating a carcass as ordinary mining/chopping.
  • Split gathering into five context-sensitive animation families instead of using the same pawing dance for every resource.
  • Low forage lowers the muzzle and uses a paw rake and mouth-led lift for mushrooms, nests and eggs.
  • Brace-and-tug plants the paws and pulls with the body for roots, cabbage, flax, reeds, wheat, saplings and similar materials.
  • Raised plucking uses an upward mouth reach and backward/sideways pull for berries, berry crops and cave fingers.
  • High collection briefly rears up for mussels on raised rocks and honeycomb.
  • Careful handling uses a deliberate press, pause and lift for water, mead and Smilk collection, separate from eating/drinking.
  • Gathering gestures begin their useful movement early so short interactions show more than the start of a long animation.
  • Added three varied cycles to each gathering family, with inspection tilts, work-focused looks, ear flicks, blinks and tail follow-through.
  • Reworked general crafting into a planted supporting paw, active adjustments, muzzle nudges and inspection rather than staring ahead while pawing.
  • Added three varied general-crafting cycles with stronger adjustment movements and exaggerated inspection tilts.
  • Added carpentry draw/rotate/idle motions and render-only placement based on the active session and displayed log top. Log contact still needs further gameplay feedback.
  • Added a reared-up anvil stance with mouth-held hammer taps, windup and recoil.
  • Tuned bloomery and blacksmith anvil approaches separately to bring the paws closer to the ledge.
  • Added bellows raised/compressed idles, downward pushes and upward recovery, following the moving board.
  • Corrected the first-tier bellows attachment so the fox is centered over the board.

Rituals, research, fire and care

  • Added ritual channelling with a braced stance, lifted chest/muzzle, alternating upward looks, ear attention and tail movement.
  • Removed the repeated crouch/rise hitch from sustained ritual channelling and kept its visual clock continuous across native cycles.
  • Added a separate boon-delivery gesture with a lifted chest and forepaws reaching toward the recipient.
  • Reworked unstable boon leg motion and corrected NPC playback starting late or being suppressed by native casting movement.
  • Added a separate 22-second research sequence: rear up at the table, brace, poke, drag, sniff, inspect and make exaggerated head tilts.
  • Research uses the confirmed study session; approaching the table or opening its menu does not start the working pose.
  • Added an eight-second fire-lighting sequence with paw rubbing/striking, tinder inspection and sustained blowing attempts.
  • Fire lighting continues across the game's shorter work cycles and stops on cancellation or departure; warming by an existing fire has its own animation.
  • Added healing work and revised it into a seamless six-second inspection/press loop rather than repeatedly snapping to its beginning.
  • Added treatment-patient lie-down/rest/wake routing; the latest correction follows the actual player healing session and completed bed match instead of leaving the player fox idle.
  • Added painting/dyeing, petting, horn use, soul gathering and warming animations.

Movement, combat and item handling

  • Added dedicated swimming and crouched idle/movement, plus sliding transitions.
  • Added ladder entry, idle, climb steps, exits and sliding, then rebuilt climbing with raised anatomy, alternating paw reaches and a hanging tail.
  • Added vaulting, ledge holds and climb endings.
  • Made dodge movement substantially more visible with deeper compression, stronger steps, head tuck and body shifts.
  • Added bow idle/draw/aim/release/reload motions, including moving aim poses.
  • Added moving and stationary shield guards, shield bashes, and more distinct one-handed/two-handed melee swing families.
  • Added hit/block/stagger/parry reactions, knockdowns, recovery, stun, death and revival coverage.
  • Added standing and seated fishing cast/wait/pull motions.
  • Added rowing, oar handling, anchor handling, steering, boat push/pull and return-to-bench motions.
  • Added cart pushing and rope-pulling motions.
  • Added equip/stow/drop and extra pickup/log-pickup coverage.
  • Completed native equip events now provide a cosmetic fallback for items that skip normal equip states, including the hoe and one-handed metal pickaxe.
  • Added more greeting, toast, taunt, seated feast and failed-work gestures.

Liveliness, resting and appearance

  • Expanded standing idle to 32 seconds, retaining the tail glance and small sniff and adding curious tilts, sniffing, glances, paw resettling, ears and tail flicks.
  • Expanded seated idle to 20 seconds with side looks, paw inspection, listening poses, ear movement, tail-tip swishes and blinks.
  • Reworked generic pawing into three varied, downward-focused work cycles with bracing and inspection instead of a rigid repeated dance.
  • Reduced extreme paw reaches and made shoulders participate in the movement to reduce stretched skin at the chest.
  • Smoothed the seated pelvis/spine bend and removed the unwanted twist affecting sitting transitions, seated gestures and meals.
  • Corrected chair/table sitting height while retaining ground sitting and sleeping height.
  • Added seated eating/drinking so chair meals remain on the chair and return to sitting; standing meals keep their standing pose.
  • Expanded NPC sleep/rest/wake routing and corrected false movement detection caused by native body poses.
  • Updated the face with a fuller muzzle/cheeks, taller central skull and forward almond eyes. Recessed the eye assembly and removed the small upper rim roll.
  • Preserved all six coat patterns and eye color choices. No male/female variants are added.

NPC foxes, equipment and targeting

  • Fox villagers now move 15% faster through the native authority-side movement calculation while retaining normal jobs, needs, skills, work speeds and movement restrictions.
  • Expanded NPC work, pickup and combat signals using native animator states and successful native callbacks.
  • Removed the unsafe RunAction hook used in an intermediate private build after it caused an IL2CPP conversion failure/crash.
  • Corrected overhead marker height and preserved icon-row spacing and native job/notification selection.
  • Exempted marker hierarchies and the game's VisibilityCheck helper from hidden human-body rendering, addressing missing job icons.
  • Fox villagers now use fox portraits in native villager lists/detail panels while recruitment candidates retain their normal previews.
  • Moved more ordinary hand stacks, heavy carried loads and temporary pickup displays to the fox mouth rather than leaving them floating at human hand height.
  • Equipped shields hang vertically beside the left ribcage and follow the torso; moved the socket inward to reduce the visible gap.
  • Bowstrings now follow the displayed bow tips and draw point instead of floating separately. Rotated the bow so it aims forward and draws toward the fox.
  • Contained bowstring setup failures and fixed the unsupported Gradient conversion that could make registered fox villagers fall back to human visuals.
  • Reduced upright body capsules to a conservative approximately 1.1-metre height at normal scale while keeping the existing widths.
  • Lowered focus/attack target points to the animated fox torso, including seated poses, so enemies aim at the fox rather than an invisible human head.
  • Original targeting/collider dimensions are restored when fox presentation ends. Navigation settings remain native.

Player heavy-bite bleed

  • Player Fox heavy unarmed attacks now attempt one native wolf bleed stack per valid hit, defaulting to 100% application chance.
  • Heavy bites deal only 10% of native base damage by default; light unarmed hits retain normal fist damage and cannot apply fox bleed.
  • A valid heavy contact can apply bleed even if its weak direct damage is reduced to zero by mitigation.
  • Blocked/dodged hits, weapons, work hits, human characters, NPC foxes and raven/ghost forms do not trigger fox bleed.
  • Uses the game's native bleeding effect: wolf and fox bleed share stacks, adding a stack refreshes existing stack timers, and native immunity/cures/stack limits remain in control.
  • Added PlayerBites, BiteBaseDamageMultiplier, HeavyBiteBleedChance and HeavyBiteBleedDuration config options. Default duration is 60 seconds.
  • Existing private-preview configs keep their stored chance; change HeavyBiteBleedChance to 1 to use the release default if yours is still 0.2.

Timing, memory and compatibility

  • Short contact actions follow native phase; sustained work has longer continuous visual loops so native cycle resets do not repeatedly rewind the gesture.
  • Added priority/duplicate guards so background poses and repeated callbacks do not restart or interrupt higher-priority actions incorrectly.
  • Shared immutable sampled animation data between foxes, avoiding roughly 24 MiB of duplicate frame data for each additional fox with the enlarged library.
  • Expanded the library to 132 animation records. The current player/villager controller audit classifies 405 state records across 355 distinct paths; this is coverage of the audited controllers, not a claim that every state has been gameplay-tested.
  • Extended co-op animation routing for the new poses. Host and clients must all update to the same version.
  • Added bounded diagnostics for markers, bow setup, combat contacts and station/treatment placement to help diagnose remaining problems.
  • Preserved fox save identities, coat/eye choices and the historical config filename. No replacement config, game assets or optional first-person mod is bundled.
  • The separate performance and shared-stock crafting mods are not part of this update.

Remaining rough edges

  • Carpentry log contact and the latest player treatment-bed trigger need further gameplay feedback. Research, some boat interactions, rare states and expanded multiplayer playback remain incompletely tested.
  • Some weapon swings, item/station fits and transitions still need polish. Animation coverage is not a promise of perfect contact with every prop.
  • Current development/testing uses BepInEx IL2CPP build 788; Thunderstore's loader dependency is 6.0.755. Build 755 will probably work, but this update was not tested on it.

0.6.3

Previous public release: selectable/customizable player fox, fox recruitment, shaman/gathering/skinning playstyle, basic animal animations, fox cameras/audio and initial co-op presentation.

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