Enemies Wind Up, Flinch, And Generally Show They're Alive
Sprint 71 wired up per-direction idle and walk for every enemy in the bestiary. The attack and hurt animations also got generated — they just never played, because no codepath actually called them. That's fixed now.
Hurt flash on every hit
Land a melee hit, an arrow, a charge dash, a fireball, or even splash
damage from an AoE — the enemy briefly snaps into the directional
hurt pose. ~180ms, just long enough to read as flinch without holding
too long. Stacks across all damage sources because every
enemy.hp -= site routes through the same helper.
Attack windup before each strike
Ranged enemies now visibly wind up before firing. Cultists, harpies, necromancers, fire elementals, plaguebearers — they all face the target and play the attack anim during the windup window, so you can see the strike coming. Same for melee enemies: when one closes in to hit you, it faces you and plays its attack anim instead of just sliding into your hitbox while playing its walk loop.
The priority is hurt > attack > the AI's normal walk/idle pick, so hitting a windup mid-swing visibly interrupts it.