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The animation polish pass finishes the unit-animation review: of 206 recorded clips, 193 now pass the fresh review and none is left unfinished (the 0.42.3 recording was 123 / 69 / 14). The rest are small looks that keep being polished.

General

All charging units

  • First hit: after the wind-up→on arrival

Mender Hero kit

  • Bodyguard spawn: stacked on the Mender→spread along the road
  • Burn waits for the shot to land. A looping effect that started mid-loop lost its head start, so burning targets flamed up before the projectile arrived; every Burn skill (Ember Caster, Pyromancer, Cinder Engine, Basilisk) now ignites exactly when the hit lands.

Vanguard

Halberd Knight Unit

  • Stands closer to its target; the polearm regrips before the swing.

Sky Hawk Unit

  • A small archer rides the hawk and shoots the attack arrow — no more wind-blade stand-in on the basic attack. Basic attack: wind blade→archer's arrow. Stun Strike keeps the wind blade for now.
  • The effect loads before the first frame, so the attack is visible from the first hit.

Warden Hero kit

  • The shield faces the target in every clip — no more edge-on plank overhead.
  • Shield Wall frames the barrier dome closer.

Ballista / Cannoneer

  • Siege Shot leaves a shorter muzzle flash and shows its roof impact; craters stay small.

Stone Sentinel Unit

  • The aura ring pulses to the aura's real reach with a brighter source ring.

Lightbringer / Marksman / Arbalester

  • Cast poses: the Arbalester aims its crossbow and the bolt flies tip-first; the Marksman's casts lost the back-turn; the Finish It mark rides the arrow.

Grove

Barkguard, Magma Brute, Treant Colossus

  • Real two-handed slam animations — Ground Slam, Slam and War Stomp play a dedicated slam clip, with the impact landing on the contact frame.
  • War Stomp still shows no stun stars: its stun is 0 in the balance, so showing stars would lie to you.

Orc Bruiser Unit

  • Ground Slam dust has volume instead of flat plates; Thorns throws short needles that end on the attacker.

Ogre Chieftain Unit

  • Quagmire pounds the ground instead of spinning; the club hits on the damage tick.

Volleyer Hero kit

  • A readable bow draw and release, aimed at the target; Scatter Shot arrows land on their targets.

Champion Hero kit

  • Quake is a two-handed overhead slam with cracks and an earth heave; Battle Cry got a soft glow instead of a blood-pool disc; the cleave sweeps at weapon height.

Goblin Hexer / Plague Witch

  • The Witch's Plague orb launches from the caster's hands and lands before the ring shows.

Ember

Fire Elemental Unit

  • A middle-sized, hotter crown flame that reads as a pillar; the Immolation ring is back.

Magma Brute Unit

  • The slam pose matches the sim's damage tick.

Infernal Unit

  • Hounds spawn with an orange flash, staged side by side; hit puffs are fiery sparks instead of beige blobs.

Ash Dragon / Cinder Wyrm

  • The breath jet starts on the damage tick; the Wyrm's shot is a proper dart, and its poison trails read as drips, not leaves.

Skeleton Runner Unit

  • Berserk flames ride the drawn chest without hiding the skeleton; the death burst plays around the falling body.

Smoke Witch / Obsidian Guard

  • The smoke bolt is darker with a visible smoke impact; Thorns shows dark obsidian spikes with ember glow.

Fixes

  • Drifting cloud shadows and sun-ray beams no longer brighten recordings mid-clip (recording-only; the game is unchanged).
  • A ranged unit's victim keeps its place when a point-blank Finish It executes.
  • Effects that start partway through their loop fade in over their first 0.15 s instead of popping.