- lava and slime surfaces creep on the building path — the two liquid types the reference animates, and only those
- particle blend 1 is AlphaKey: the rock elemental throws tumbling chips instead of flat pale squares
- standing in a sealed room, outdoor creatures are never submitted to the scene at all — the reference's own election, not a hide
- an animation clip's arm frame fires no event keys, matching the client's walker rule frame for frame
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- entering the world or teleporting could crash: the cold-breath classifier touched a unit the streamed world had just despawned, and the deferred insert panicked on the dead entity — it now tolerates the race
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- timed quests get their countdown — a Quest Timers box under the minimap and a Time Remaining line in the quest log, kept against the server's own clock
- interiors go honest: footsteps stop crunching the terrain's snow through a building's floor, and tavern voices are authored dry, so the fake cave echo is gone
- snow is the reference's again — point-sprite flakes at the era's pixel size, and a spawn slab that leans into your run so a runner no longer outruns the field
- Stormwind stops drawing Elwynn through its walls, a looted quest crate's lid settles, cold zones puff visible breath, and the collect-quest toast fires only on a real advance
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the options window gains Interface, Action Bars and Social pages — buff durations, the action-bar lock and the social switches are live settings
- a saved switch is applied when it loads, not just restored to its row
- jumping at an unwalkable slope costs the jump instead of banking height up the hillside
- the airborne animation starts at the launch, not at the falling flag — and the saved camera pitch is verified against the reference
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the Great Forge's lava stays drawn from every angle, and the chasm catwalk reads as a connected grate again
- music decoding and shader-compile bursts stop crowding the audio's lane, and the output buffer follows the device's real deadline
- the audio path grows its instruments: a mix tap to WAV, a starvation meter, a hardware overload listener
- trainer detail icons carry the reference's own tooltip
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the whole loop plays: the line arcs rod tip to bobber, the bite splashes with its own sound, and clicking the bobber reels in
- the verdicts read like 1.12: yellow "your fish got away" lines, the reel-in sound, the fishing loot window
- "You feel rested." prints on the transition, rest states come from the client's own Exhaustion table, and level 60 trades the XP strip for the max-level rail
- the Skills pane lists what the real client lists: the hidden rows, the sort, gray numberless single-rank lines
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- resting flashes the zzz on your portrait, the XP bar fills its rested blue, and the exhaustion tick rides the bar with hover numerals
- a dual-wielded pair keeps both hands in the dressing room
- a footfall plays one sound, not two
- the minimap wears the time-of-day clock, and the keybinding capsules go back to 1.12's red
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the spellbook's pet tab lists what the pet knows, with autocast toggled right on the page
- pet ability cooldowns sweep on the pet bar, and the bar binds to 1.12's Secondary Action Button keys
- the options window scrolls its pages in a real trough with seated arrows, nothing overflows the frame anymore
- Esc un-queues a queued strike, and a hostile unit's frame stops showing buffs the real client hides
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- feign death plays dead for real: the body collapses and stays down, both bars read 0 and DEAD, the nameplate drops, the combat hum goes quiet
- melee and Auto Shot are exclusive now: starting one stops the other, even mid-swing
- another client's addon chatter no longer prints as party chat
- right-click presses look pressed, rage and happiness read on their real scale, and the login boxes blink their caret
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- every rebindable key runs through one chord-to-command engine, set in the era Key Bindings window, and buttons show their real keys
- a spell aimed at the ground sends its projectile to that spot, arcing to the point instead of a target
- a pet ordered onto something it can't attack refuses cleanly, and its frame shows the happiness face read from the client's own data
- a window's tabs clamp to the drawn edge and highlight exactly where they sit
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command
- five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them
- macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser
- the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>