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Roots and recovery

Grounded tree roots, recognizable enemy attacks and clearer recovery for fallen party members.

Tree contact shadows now follow the actual root edges in each sprite. Side roots, snow pines, dead trees and the large bell trees no longer share one detached line under the centre of the image. Their positions and collision shapes are unchanged.

Hostile attacks now use visuals that match their source: arrows, flames, venom, shards, bone and other magic. Previously, several different creatures were forced through the same purple arcane effect. Existing attack patterns, warnings, damage and timing are preserved, including volleys, charges, ground strikes and interruptible drains.

Auto Hunt prioritizes recovering a downed party member instead of starting a fresh fight. Fallen members are identified in the party interface, and Revive can bring one back as soon as nearby threats are gone, before the usual five-second post-combat wait finishes. The existing death cost is paid once. Reviving a companion inside a dungeon preserves the ongoing expedition.

Returning to an away hunt with a downed member now recovers the group without silently consuming its saved hunting time. A full party defeat still sends everyone back together to a refuge.