Full notes
Full The Runesmith update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
In recent days, we’ve focused heavily on improving the game’s AI system and creature behaviors. Movement and animation transitions have been reworked, the walk–run blend system has been updated, and creatures now move more naturally in the wild. We also fixed issues where they could get stuck on each other, making their roaming behavior much smoother overall.
Combat reactions have been refined as well. Melee and ranged hits now trigger different responses, and creatures react appropriately even when attacked from outside their detection range. Aggressive creatures will start chasing you, while passive ones will quickly flee. This makes hunting and exploration feel more dynamic and unpredictable.
The death and loot system has also been updated. When a creature’s health reaches zero, it enters a lootable “corpse” state, allowing you to gather materials such as hide and meat. Additionally, animation durations are now calculated automatically, synchronizing behavioral chains accordingly.
Finally, several performance-oriented improvements were made. Reference structures have been optimized, and various systems have been streamlined to run more efficiently.
Source
Changelog.gg summarizes and formats this update. How we read updates.
