- autoattack: when the target dies, the nearest enemy within close range
(contact distance + a step) takes over; after an art the hero auto-attacks
if the art was melee (walked up / cast close by), or ranged with a ranged
weapon, or ranged with an enemy already in melee range; measured action
codes and weapon classes in game/engine/orders.h
- chainlightning: jumps reach Blitzschlag's cast range (20 ray segments of
30, the art code's hit check) via the shared NearestHostile search
- guards: burning bone render hook had the wrong signature (device plus a
4x4 matrix by value, ret 0x44) and corrupted the stack when fire arrows hit
- crash reports follow the ebp chain before the raw stack scan
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Skill bar: no art selection; slot 0 is the right-click art, keys 0-6 cast
slots directly; cooldown labels in exact seconds; slot 0 set apart.
- Arts regenerate on their own (casting no longer refills the group).
- Auto-attack after targeting or casting at a hostile creature, at the speed
of a held button.
- Auras can be recast while active (renew, no second visual).
- Blicke wie Klingen hits every enemy in range, physical, with life leech.
- Blitzschlag steers the game's own chain: 3 + level/5 hits, 1 + level/10
chains, re-hits a lone enemy.
- Weapon sets: click selects, drag only from the selected set; the leftmost
set is clickable (signed hit tests).
- Esc closes open windows before opening the game menu.
- HUD: standalone buttons and texts are centred.
- Record cache sized for widened views (town lag while walking).
- Shared game code: orders, fx events, text drawing, cooldowns, effects.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>