v1.4.19 — your own height, and mobs that fight back
Five tester reports, and four of them turn out to be the same shape of bug: something the mod computes for everyone except the player it belongs to. The Trol's height existed on every screen but their own. The Fenrir's forms animated for everyone but the transformed player's onlookers. A truced mob took a hit personally and forgot about it one frame later.
You could not see your own height
The Trol stood a head taller and the Dvergar came up short for everyone except themselves. Every race that resizes a player does it on the model, never on the root — the root carries the collider, and scaling that drops the player through the floor. The camera hangs off the same unscaled root, so the height was real and only other people could see it.
Your eyes now sit where your head is, at whatever size the body happens to be wearing, and your shots start from there too. The Trol's True Form lifts the view as it grows and lowers it again on the way back. Mobs aim at the same point, so this is applied for every player, not just the one at the keyboard.
Other players saw a Fenrir's wolf standing still and sliding
The forms' animations were only ever driven on the transformed player's own screen. Everyone else got the model in its default pose, gliding across the ground. Wolf, Ulv, Fenring and Cultist now walk, run, jump and creep for every player who can see them.
Their attacks are still silent to onlookers. That needs its own fix and is v1.4.22.
Eating the same thing twice destroyed the food
The timer was being set to "expired" rather than "full", so a repeat meal deleted the slot it was meant to renew — and it only happened once the food was under half, which is exactly when it starts flashing and exactly when you reach for another one. Above half, nothing happened at all.
The Aswid's devoured creatures, the Trenta's awakened seeds and the Draugh's raw flesh all had it. All three now renew the slot the way any vanilla food does, nourishment included.
Devouring only ever caught the first kill
The Aswid's devour ran on a five-second timer shared by every corpse in the world, so clearing a group with the claws or the aura fed you once and let the rest die unnoticed. It is now per body: kill a pack and you drink from all of them. A refused meal also says so instead of failing silently.
Mobs of your own faction would not fight back
Attacking one of your own kin did nothing. It stood there, or ran away.
Both truce patches answer vanilla's BaseAI.IsEnemy with no, and the comment they each carried —
that retaliation runs through OnDamaged and no truce has a say over it — was wrong.
MonsterAI.OnDamaged does call SetTarget(attacker), so the mob takes the hit personally, and then
UpdateTarget on its very next tick throws away any target IsEnemy calls a non-enemy. A truced mob
could not fight back at all: it stood still, or fell into the flee branches because it was hurt with
no enemy it was allowed to have.
Now hitting one starts a real fight for Faction grudge seconds — 60 by default, configurable, 0 for the old behaviour — recorded per creature and per attacker. While it lasts, that one pair is outside the truce entirely, so acquiring, chasing and giving up are vanilla behaviour rather than anything reimplemented. The Aswid's drain and the Skadi's frost aura no longer touch their own kin, so an always-on aura can no longer pick that fight on your behalf.
Friendly skeletons in one biome, hostile ones in the next
The truce matches creatures by exact prefab name, and several families were only half-listed — so an Aswid was at peace with one kind of skeleton and at war with another standing next to it. It was never the biome; it was which variant that particular spawner places.
Added vanilla's melee-only skeleton and the bow draugr to the Swamp set, and the greyling to the Black Forest — a Trol or a Furling was at peace with the whole forest and still fought the smallest thing in it.