Fixed Thread Magistrate's invisible movement tether with a persistent cord, anchor knot and four physical boundary stakes.
Added physical world cues for binding tape, flashlight retaliation, stomp debris, streamer panels, reversal cards and crossing cords.
Added native room-material response to footsteps and damaging contact, plus audible target notice reactions.
Extended Thread Magistrate's neural tension/snap cues to its complete 2.5-second active state.
Added a 42-creature attack presentation contract and matching offline gallery previews.
1.1.9
Gave all 42 creatures distinct close-combat timing, reach, force, damage, hit windows and seven different consequences.
Added species-specific notice, multi-leg search, miss recovery, retreat and encounter cadence with active population caps.
Added synchronized wax, seed and grass aftermath with late-join replay.
Added layered and occluded attack audio, species pitch character, 16 surface treatments, directional hurt reactions and six death styles.
Updated the offline gallery and expanded deterministic, continuity and locomotion checks.
1.1.8
Added nine lore-specific ways to lose pursuit: break sight, drop cargo, become quiet, freeze, go dark, crouch, separate, keep an ambusher in view, or stop sprinting.
Replaced the shared search timer with creature-specific memories and faster aggression decay after a successful counter.
Added native-scaffold vertical pursuit to nine agile creatures when players hide on elevated non-navmesh props.
Added a warned reach-under attack for eleven low-profile creatures when players crawl beneath furniture.
Added target-escape and vertical-pursuit diagnostics and updated every counter description in settings, the field guide and model gallery.
1.1.7
Replaced the shared chase loop with 13 native-inspired pursuit policies: artillery spacing, flanking, sentry movement, skirmishing, ambush, charge setup, shepherding, lurking, trapping, predation, juggernaut pressure and disguised mimic approaches.
Assigned all 42 creatures distinct tactical movement identities while preserving their authored gait, speed class and counterplay.
Aligned signature hit reach with attack activation range and added swept collision to every moving rush, lunge, ram, hop and ricochet.
Added themed movement and visual aftermath to tape, thread, static, ink, cold, flashlight, streamer and scrolling attacks.
Retained a warned close-range fallback so no creature can remain harmless while staring at a player.
1.1.6
Fixed Tallow Twin and other slow creatures inheriting an excessively high shared chase-speed floor.
Drove gait animation from observed navigation displacement as well as physics velocity, preventing frozen feet and gliding on peers.
Made all three close-attack families track through most of their warning, commit shortly before contact, and use swept contact volumes.
Kept signature attacks in rotation outside personal space while retaining a dependable close-range fallback for all 42 creatures.
Added regression coverage for speed classes, attack commitment, contact volumes, and signature-versus-melee selection.
1.1.5
Reworked all 42 creature attack previews and close-attack rigs with continuous anticipation, contact, and recovery motion.
Added wax bombs, furnace charges, ticking seed bombs, loose-loot suction, a scrap vortex, and a two-revolution fan gust.
Increased combat pressure, pursuit reliability, health, and attack follow-through while preserving creature-specific counters.
Rebuilt the 384-cue sound set around individual creature identities and added new recordings for redesigned attacks.
Preserved the multiplayer loading fix that delays networking and persistent runtime startup until the game scene is ready.
Added 16 valuables, eight warned random effects, contextual player mimics, host settings, and expanded diagnostics.
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