Weapon Overhaul - Herbertofury/Advent-of-Ascension GitHub Wiki
Mandatory for every weapon: Complete feature, concept-fidelity and QA standard. All 31 feature groups require separate concept/design, implementation and QA status; no silent omissions or concept-mismatch passes.
Every weapon, elevated
Owner-approved project goal · implementation pending · no runtime performance claim.
Every accepted AoA weapon should offer an optional premium, fully animated 3D remodel. The quality bar is the strongest TaCZ and Bedrock weapon presentations: convincing moving mechanisms, satisfying reloads, expressive inspection, weighty firing, readable sights and polished first- and third-person animation. Preserve each weapon's AoA identity instead of replacing the arsenal with generic modern guns.
Reference library · Implementation checklist · Original item atlas
Current production methods — 2026-10-23 UTC
Checked upstream tools, observed mesh-editing lessons and promotion gates. Discharge now follows a concept-led generated-mesh rebuild; its earlier authored model is backup-only. Generator output, research candidates and passing source tests are not finished weapon acceptance.
Reproduce the authoring checks
Run the 21 scoped test suites from clean source archives. Includes exact input hashes and the corrected Baronator fixture packaging. These are authoring checks, not native game or visual-quality acceptance.
Search the 228-entry first-target implementation map: actual class chains, declared methods and source hashes. Structural coverage is not finished model/gameplay coverage.
Reusable Java presentation core: sight timing, branch-aware cosmetic events and bounded game-time emission. Pure-core tests pass; native integration and visual acceptance remain open.
Illustrated Divine Station upgrades for 1.20.1: all 70 shipped routes, exact ingredients, source sprites and customization-preservation caveats.
Cannon progression and recipes for 1.20.1: all 50 cannons, illustrated recipe links, station selection and acquisition gaps.
Ammunition Desk for 1.20.1: illustrated lookup for 172 conventional weapon IDs and 13 base ammo identities, resolved through inherited methods. Net consumption and effects remain separate contracts.
Explore the weapon profiles
Browse the illustrated Ascension Armory: searchable concept cards beside labeled released source-model previews, full-resolution artwork, source profiles and available interactive authoring studies. Current candidates, preserved alternates, past concepts and unresolved artwork are kept distinct.
Living concept collection: The original-versus-concept gallery maintains the current artwork coverage and missing-artwork filters across 434 audited raw release-union weapon IDs, including 411 first-target IDs. These are not 434 proven distinct designs, and selected concept artwork is not an accepted native model. Missing entries remain active work; a failed individual image request is not evidence of a permanent generation or account blocker. No upgraded weapon has passed full native acceptance. The profile table above is a detailed-profile subset, not the complete artwork inventory.
Hive-family action and optional sight studies
Hiver and Hive Cracker retain their separate main concepts. Additional state-panel sheets propose bees visibly moving and gathering energy inside translucent hive chambers during charging and firing. Two independently optional sight concepts are shown: bees forming an aiming aperture, or bees rapidly assembling a honey-made aperture on aim. These are visual proposals, not implemented gameplay, animation or performance evidence. Keep the aim center clear, preserve each weapon's released behavior, and provide removable attachments and reduced-motion options when implemented.
Latest concept corrections and preserved alternatives
The published collection includes the new Discharge Cannon/Rifle/Sniper family treatments; revised Blissful Blast, Blood Drainer, Blood Iron, Chilli Chugger, Colour Cannon, Confetti Cannon/Cluster, Darkener, Hive Cracker, Terminator and Bayonette SR; and corrected Clownimator/Clowno-Pulse flags. Earlier requested alternates remain linked separately, including Blood Drainer's armored design, Blood Iron's non-jaw design, Bayonette SR's earlier design, Skullette's sci-fi alternate and Moon Destroyer's spined variant. Hive Cracker's earlier sheet remains a past concept. Concept publication does not mean the corresponding model, effect or animation exists in game.
Flag and ribbon-sight gameplay requirement
For clown-related weapons whose source identity includes flags, use red textile flags on black poles fixed in a longitudinal front-to-back row along the barrel. The attachment is required to be equipped by default and removable, preserving an explicit off choice through switching and saves. A converging-ribbon sight variant gathers the tethered cloth into one clear aiming opening without moving the pole anchors sideways. Removing it must leave usable aiming. This is a requested gameplay feature, not merely an illustration, but native rendering, UI/persistence, networking, sight alignment, hand fit and performance acceptance remain pending. Cosmetic cloth must not change authoritative shot direction, source ammunition, damage or cooldown.
Build your own identity and play style
Functional upgrades may deliberately multiply projectiles, increase damage and change behavior through declared parts. The original is the baseline, not the ceiling. Alternate barrels and skins keep each weapon distinctive. Earned charms, effects, stickers and emblems add boss/achievement progression, functional charm bonuses, custom finishers, projectile/tracer/impact styles and static, animated or glowing decals. Preserve previous concept versions and distinguish proposals from measured native results.
Choose your presentation
| Control | Required behavior |
|---|---|
| Global default | Original AoA or premium 3D; change without destroying existing items or saves |
| Weapon-family override | Configure guns, bows, magical weapons and other families independently |
| Individual weapon override | Every supported weapon can independently return to its original appearance |
| Missing optional integration | Original mode remains usable; explain the unavailable enhancement |
| Server gameplay policy | Damage, ammunition and reload rules remain authoritative and explicit |
Presentation changes must not silently alter damage, ammo economy, skill requirements, projectile effects, enchantments, progression or existing item identity. A magazine-based gameplay conversion is a separate, opt-in rule set. Cosmetic reload animation alone must never imply ammunition was consumed or replenished.
Reloading is optional
Owner requirement: premium 3D models and animations must work with reloads disabled. Reloading is an independent per-weapon option, not a prerequisite for the visual upgrade. Default to each original weapon's actual resource system: mana, energy, ammunition or another native cost. Do not add magazines, manual reload input, reload delays or artificial downtime to weapons that do not normally have them.
When enabled, optional reload/recharge mechanics must be clearly described and server-approved. A mana weapon may have a purely cosmetic casting or energy-flow animation without a reload action. Players can use the full premium remodel, firing, aiming and inspection quality while retaining original firing behavior. Disabling optional reloads must preserve valid resource state and cannot grant free ammo or mana.
An arsenal, not one repeated animation
- Magazine weapons: tactical and empty reloads, believable magazine handling, correct remaining-round state.
- Per-round weapons: shell or round insertion with interrupt-safe timing.
- Bolt, pump and heavy weapons: distinctive mechanisms, recovery and handling weight.
- Energy and magical weapons: preserve native mana/energy behavior; optional recharge, vent, crystal replacement or rearming only when appropriate and explicitly enabled.
- Bows and crossbows: draw, tension, nocking/loading and release that preserve native mechanics.
- Melee and unusual weapons: appropriate ready, attack, inspect and recovery animations; do not invent a magazine where none belongs.
A weapon is complete only when its remodel, texture/materials, first-person pose, third-person pose, firing effects, sound and all applicable animation states are finished together.
Animation and visual acceptance
Equip, holster, idle, aim, fire, recoil, inspect and relevant reload/charge states must blend without hand clipping, camera jumps or sudden pose resets. Include empty inspection and interrupted reload behavior where applicable. Test left-handed view, multiple FOVs, sprinting, swimming, riding, resource packs and supported shaders. Provide reduced camera-motion and effects options.
Maintain recognizable silhouettes, colors, lore and exaggerated fantasy mechanisms. Use strong art direction before increasing polygon counts. Every upgraded weapon needs a labeled comparison image and a short animation showcase, with the exact build and asset provenance recorded.
Technical direction
Use a shared weapon manifest and version-specific presentation/runtime adapters. Investigate contribution to existing TaCZ tools and compatible gunpack pipelines before writing duplicate infrastructure. The verified official TaCZ baseline is Forge 1.20.1; its existence does not establish a working backend for every historical AoA or future loader version.
Keep the backend optional. A failed asset or absent TaCZ must produce a clear fallback, not corrupt or permanently replace original AoA items. Separate presentation state from server simulation. The server commits shots, ammo changes and reload completion; animation events cannot grant ammunition on their own.
Test reload cancellation through weapon swaps, drops, death, reconnects and dimension changes. Never duplicate rounds or lose special AoA properties during conversion, save/reload or multiplayer synchronization.
Performance is a release gate
Measure startup, asset memory, CPU/GPU frame time and low-percentile performance against the same world, settings and original presentation. Load equipped/visible assets lazily, use distance-appropriate detail, bounded caches and shared immutable resources. Avoid per-frame pack scans and unnecessary animation ticks for invisible weapons. Provide a lightweight tier while keeping the premium option available.
No-loss performance and compatibility are acceptance targets requiring measurements, not promises established by these documents. Publish the hardware, scene, sample duration and before/after results with each milestone.
Definition of complete
One traceable record per accepted weapon and source version: registry ID, original behavior, model/texture ownership, animations, backend/version support, fallback, conversion policy, screenshots, multiplayer tests and performance evidence. An unchecked or unsupported weapon remains visible in the coverage ledger.
Reproducible Predatorian and Pulse source checks verify narrow pinned bytecode markers and recipe structure; they do not certify gameplay or final art.
Baron SSR: original identity and historical acquisition
Baron SSR weapon profile preserves the red-brown/dark silhouette, Metal Slug sniper behavior and version-specific Baroness loot evidence. Its new material, inspection and VFX sheet remains a partial concept study with native acceptance open.
Dark Beast: compact dark sniper upgrade
Dark Beast weapon profile documents its Monster + Darkly kit lineage, heavy Metal Slug sniper behavior and revised compact concept. The overlong first concept is retained as a rejected canonical direction.
Every bundled upgrade, pictured
Divine Station illustrated upgrade atlas covers all 70 bundled upgrade-kit recipes, organized by 19 kit families, with exact base item, kit and output sprites. First frames are used for animated textures; diagrams are not native screenshots.
Monster: amber fork-jaw sniper
Monster weapon profile retains the orange/charcoal forked silhouette and documents the pictured Darkly upgrade. Historical Graw loot evidence is kept separate from the unresolved current acquisition route.
Floro500: magenta-green botanical sniper
Floro500 weapon profile documents the KA-500 + Floro kit upgrade, original Metal Slug behavior, source-color identity and proposed finish/inspection art. Historical kit-drop associations remain version-scoped.
KA-500: cyan-orange sniper and two upgrade routes
Source profile, pictured infusion and concept covers the Metal Slug baseline, SCOPE_4, Floro500 and Mark Maker recipes, and a compact cosmetic direction. Native gameplay and full-feature acceptance remain open.
Mark Maker: crimson upgrade lineage
Source profile, concept and illustrated recipes follows KA-500 → Mark Maker → Moon Maker. The crimson cosmetic impact is a proposal; no enemy-marking or explosion behavior is inferred from the name. Native acceptance remains open.
Moon Maker: actual projectile and render-loop evidence
Moon Maker source profile and concept preserves its magenta/green identity, shows the extracted Metal Slug texture and documents its pink-sparkler renderer. Offhand attribution and render-rate emission are explicit native regression targets. No native acceptance is promoted.
Sludge Sniper: preserving actual debuff levels
Source profile, seven-slot infusion and concept preserves the green/olive identity and audits Slowness II plus Poison I against the released class, named source and bundled EffectsLib level conversion. Decorative vapor and impact mist remain presentation proposals. Native acceptance remains open.
Sweet Tooth: candy identity and shooter-only speed reward
Source profile, infusion recipe and revised concepts documents Speed III on a successful hit, preserves earlier rejected grip layouts and separates the cosmetic inspection flourish from server-authoritative rewards. Native acceptance remains open.
Discharge Sniper: capsule and explosion contract
Source profile, Divine recipe and concept distinguishes Discharge Capsules from Metal Slugs, documents conditional terrain interaction, and flags the empty particle-renderer hook and offhand constructor for native tests. New glowing-flight art remains a proposal.
Mineral: preserve the rose-colored Rocky upgrade
Source profile, illustrated Divine recipe and concept retains the compact rose/silver/red silhouette and Metal Slug baseline. Optional lattice and red-dust effects are visual proposals, not inferred mining or loot mechanics.
Camo Rifle: source contract and new sci-fi candidate
Camouflage contract, new sci-fi candidate and pictured infusion documents the server-only selected-slot, shift-held invisibility refresh. The new sculpted concept replaces the rejected block-like first study; native behavior and final art acceptance remain open.
Share an exact concept or filtered collection
The armory now provides a permanent link inside each concept view and a link for the current search/family filters. Opening a valid weapon link restores that concept directly; unknown or unpublished IDs do not invent a profile. Slow-loading data must preserve any search or reset you make while it arrives. The collection still fetches its catalogue once and loads images lazily.
Source-matched melee revisions
Six new visual studies replace the earlier Creepoid, Lelyetian, Lyonic, Noxious, Shroomic and Underworld sheets. Each is selected for its first-target Greatblade name and its later Greataxe/Ranseur/Bardiche/Partizan/Glaive name after released texture pixels, model shape and display transforms were verified equal across 1.20.1 and 1.21.1. This is six artworks serving twelve release identities, not twelve new designs. Older concepts remain linked. Shared art does not merge registry IDs or establish gameplay equivalence, save migration, final art approval or native acceptance. Fine silhouette details and grip fit remain under review.
Historical Experiment W801
The 1.12.2 Experiment W801 now has its own dedicated yellow/cyan visual candidate, with twin forward prongs and distinct lower fixtures. It is not assigned the later Experiment W-801 artwork by assumption. The later release entry is unchanged. Exact proportions, native hand fit, gameplay parity and save migration remain open.
Dedicated customization program: every audited weapon
The complete customization art program covers all 434 audited raw release-union IDs, including 411 first-target identities, without discarding the older 228-firearm implementation subset. Every identity retains the 31-feature contract and 14 dedicated sheet groups. No customization package or native weapon is accepted merely because its base image exists.
Abominator’s corrected magazine and separate studies now distinguish the magazine from a fixed foregrip and separate sights, muzzles, skins, charms/emblems, tracers, impacts and finishers. Handling, animation, audio and compatibility remain open.
Bubble Horn: actually play the trumpet
Bubble Horn’s dedicated profile documents the optional mouthpiece attachment: the player raises it to their lips and blows the horn, with valve-playing motion, horn notes and musical bubble projectiles synchronized to accepted firing. This is not merely a sound replacement over a normal shooting pose. The original mode and earlier alternate concept remain available.

The independent musical-bubble sight forms on focus and pops on focus loss. The mouthpiece and sight can be selected independently; their combined first-person clearance, sound, resource use and multiplayer behavior still require implementation and native tests. These are proposed game features, not released-source claims.
Darkly Guster: living bat-winged propeller blaster
The corrected wing direction sweeps upward and backward toward the rear, rather than projecting one oversized wing forward. The matched wings idle with a flap and fold into a readable sight when focused. Keep a stable aiming center while allowing playful peripheral motion.

The selected new lore is that the front propeller gives each shot an extra boost. Every valid shot should therefore carry a readable gust of air alongside its projectile and synchronized propeller motion. Projectile type, actual boost magnitude and resource balance remain explicit implementation decisions, not facts inferred from the illustration.
- Playful fly-around inspect: lift, loop and return safely to the hand. Cosmetic inspect motion must not create extra items or shots.
- Optional follower modes: a companion mode follows and attacks valid game enemies; a separate linked mode stays nearby but fires only when the player fires. Normal handheld use remains available.
- Per-shot propeller gust: coordinate air impulse, propeller acceleration and shot presentation without hiding the target.
These modes are proposed attachments for a fictional Minecraft weapon, not implemented entities or existing AoA mechanics. Before implementation, define one authoritative item owner, resource accounting, valid target rules, visibility and range, cancellation, dimension changes, despawn/recovery and multiplayer synchronization. A concept image showing held and hovering views does not authorize free item duplication or extra ammunition. Do not claim that illustrated character hands prove native player-rig fit.
Latest transformation and additional-variant direction
The gallery now preserves earlier concepts while separating hero artwork from animation-intent sheets. These illustrations do not establish native implementation or final fidelity acceptance.
- Hot Shot: pump-style concept, living flame stock and optional flame sight.
- Heat Wave: two barrels, stock and pump, with all three flames participating in sight alignment. Exact concentric alignment remains an open correction.
- MK-Fung: front yellow, tallest middle green and rear blue mushrooms emit matching spores to form one clear sight.
- Fragment: upper fragments separate into a sight and reassemble; body, barrel and core remain intact.
- Whimsy Winder: paired angel wings fold into a clear aperture and return; preserve the propeller identity.
- Skullo Blaster: pale skull muzzle, purple flames, curled violet rear and independent flame-sight transformation.
- Soul Spark: the open space between cyan rails contains branching lightning, not a solid zigzag ornament.
- Mind Blaster: compact dark looped body and cyan split-front identity, with a new psychic-energy visual candidate.
- Froster: dark-banded cyan chambers and forked front, with frost crystallizing into a clear aperture and sublimating on focus loss.
- Light Blaster: green crest crystals form a clear sight on focus and return to their original crest. The focused study includes a corrected first-person view.
Earned musical horn upgrades
Bubble Horn and Hell Horn retain normal use while offering an earned optional playable mouthpiece. The character actually blows the horn and works its valves. This upgrade is intended to provide substantially more damage, projectile count and speed; exact multipliers, progression and unlock costs remain open. Hell Horn adds musical hell-flame bubbles and hell bubbles, with a separate flaming bubble sight that pops on release. These are proposed upgrades, not claims about released source behavior. Preserve server-authoritative resource use and verify damage timing rather than assuming overlapping bubbles all deal damage.
Clown flags: corrected split-open mechanism
The source-verified Clownimator, Clowno Pulse and Clownershot use three poles arranged along the barrel. Each pole has two flag halves that split to form its own aperture. Pole tips may rise or lower until all three apertures align along the sightline, then restore their original resting positions when unfocused. Do not stretch one flag down into an unrelated ring or spread the poles sideways. The earlier focused appearance remains the reference; its old side transition is superseded. The attachment is optional and on by default, with explicit off preserved. A separate convergence-style variant remains planned. Clownershot retains candy-cane styling, a stock and two barrels. Component tests do not establish native rendering or cloth acceptance.
Moonlit Hive is an addition
All five hive identities have additional Moonlit concepts: Hiver, Hive Cracker, Hive Blaster, Hive Howitzer and Hive Staff. Keep their base concepts and original modes. Silver chitin, midnight structure, soul-cyan chambers and soul bees are shared art direction, not a reason to merge distinct identities or copy one weapon's mechanics to another.
Moonlit crafting and data-preservation proposal
The intended upgrade uses the existing weapon with soul-campfire-inspired materials: three sticks, soul sand or soul soil, and three logs. The proposed layout, unlock and implementation remain open. Preserve the input weapon's identity, condition, attachments, customizations and unknown extension data; consume one weapon to produce one upgraded weapon without duplication. Do not infer a damage buff from the campfire analogy. Soul bees visibly move inside the chambers during charge/release; optional swarm and honey-built sights retain a clear center. Shared animation art still requires individual host fitting and native AoA/TaCZ tests where applicable.
Current dragon, vapor, gold and magazine directions
The latest selected Dragilator and Frosticator concepts use entirely new flowing chassis. Both retain living salamander-like dragons and circular dragon-eye details. Frosticator now has a full shoulder stock. The earlier plate-covered bodies and subsequent proportion studies were not the owner's final design direction.
Their intended presentation includes a supported crawl during inspection, a movement closer toward the player on focus, and breath forming a clear sight aperture above the body. The body eye remains fixed while the animal moves. Fire/frost sight effects must preserve a clear view and return predictably on focus loss. These are visual concepts, not implemented autonomous companions or extra attacks. The older Dragilator storyboard belongs to the earlier chassis, not proof of the new rig.
- Ghoul Gasser: sculpted graphite/violet body, two upper vapor reservoirs and three forward purple lights; optional gas-formed sight must keep the reservoirs in their fore-and-aft arrangement and the aiming center clear.
- Gold Bringer: reflective metallic gold and controlled glints, plus a proposed optional coin-formed sight. The coin-sight image remains unfinished; no new currency reward is implied.
- Golden Fury: a readable sculpted dragon head, barrel through the mouth, golden fire and a proposed optional golden-flame sight.
- Golder Bomber: new living-dinosaur concept retains the compact layered silhouette, gold glints and rear dorsal spikes that articulate into a sight crown on focus. The older concept is preserved in history; the new sheet is static art, not a tested animation.
All gold-family materials should read as reflective gold rather than flat yellow. White sparkles in the source references are glints, not added physical poles or crosses. Static artwork does not establish animated glints, native effects, accurate hand placement or sight alignment.
Tommy family: preserve three separate choices
For both Tommy and Tiger Tommy, the requested main magazine presentation is an under-mounted round Tommy-style drum. The current long box magazine is retained as an alternate attachment configuration. A separately requested horizontal top-pan alternate takes visual inspiration from the DP-28/Lewis silhouette. Do not equip multiple magazine presentations simultaneously or introduce a third grip. The new drum artwork and corrected top-pan artwork remain unfinished. Detailed visual direction and status.
Filter by documented dimension association
The Armory dimension filter is live. Its initial evidence maps 53 of 434 raw release-union identities across 16 dimension groups. Unmapped entries are not dimensionless, and they are not missing artwork. Associations are release-specific acquisition references, not exclusive origins or proof of active availability. Evidence and coverage limits.
All native weapon, complete customization-package and final art acceptance gates remain unchanged.
Independent crystal and flag motion prototypes
These are small geometry and motion studies, not completed weapon models. The selected hero concepts remain unchanged.
Light Blaster: green crystals form the sight
- Four-second crystal motion preview
- Editable Blender scene, controller and checks
- Scope and reproduction notes
Eight rigid prototype crystals leave a resting crest, form a diamond-shaped opening, and return. The focused center remains clear in a rear camera view. Geometry checks cover 6,400 projected triangles across 50 focused frames, rather than checking only vertices. The separate cosmetic focus controller checks reversal, disabled return, finite inputs and event-boundary results at multiple update rates. Render timing is stretched for readability; the Blender animation is not yet driven by this controller.
This uses a neutral mount, not the full Light Blaster. Eight is a prototype count, not a final source-count decision. Complete weapon and hand fit, intermediate collisions, native renderer performance, input integration, multiplayer and saves remain open. No damage, accuracy, resource cost or magnification change is introduced by this study. Test the final weapon with AoA and TaCZ together.
Clown flags: three inline paired apertures
Editable paired-flag geometry study preserves three poles along the barrel direction and two flag halves per pole. The focused apertures align on one viewing axis, with pole tips below the openings. This is a neutral reference rail and a simple authored morph, not finished cloth physics or integrated weapon animation. The earlier focused appearance does not validate the superseded side transition.
New floral, salamander, drum and horn concepts
- Germinator: living green dragon salamander, emerald/silver/black chassis and dragon-eye side feature. A separate idle/inspect/focus/aim storyboard shows magical poison breath forming a thin open sight aperture, without opaque vapor obscuring the center. This is visual direction, not a new source-behavior claim.
- Rosidian Archergun: green/gold floral treatment, distinct forward crescent brace, visible arrow guide and rear trigger grip. The optional rear rose sight blooms around an open aperture on focus; the front brace is not the sight. This remains a historical 1.12.2 identity, not an assumed 1.20.1 registration.
- Gas Blaster: corrected drum magazine hangs beneath the forward body in place of the earlier front grip, NOT on the muzzle. The separate gas canister stays near the stock. The mistaken muzzle-drum draft was not selected for the public gallery.
- Luxon Stickler: distinct cylindrical drum magazine, cyan/silver body and dorsal cyan segments.
- Bozo Blaster: the blue squeezable clown-horn bulb is the front support-hand grip, separate from the rear trigger grip. Brass bell and blue/gold circus identity remain recognizable.
These concepts preserve earlier artwork in history. All proposed motions, hand placements, resource behavior and attachment clearances still require implementation and tests with AoA and TaCZ together. The Monster profile also includes a separate jaw/eye expression storyboard; it is not proof of an in-game animation.
Preserve mechanics beneath the new artwork
Release-specific source-contract notes for Gas Blaster, Germinator, Golder Bomber, Luxon Stickler and Bozo Blaster distinguish visual proposals from original healing, ammunition, projectile and firing-mode behavior. The notes include exact artifact hashes and explicit unverified limits. Do not turn drum appearance into a new ammo type or a decorative breath sight into a second attack.
Grounded archergun design language
Shared visual logic, material inspiration and proposed future lore treats archerguns as assisted arrow platforms, with readable limbs, flexible string, supported arrows and clear hand zones. Real material and launch principles are separated from speculative compact technology; this is not a real weapon blueprint or a claim of universal superiority.
Viral Archergun’s corrected direction is bat/dragon wing limbs, a bat–snake–dragon head with a projecting arrow guide, and a white braided string instead of the old rigid pale frame. Its newly requested render remains unfinished. Do not represent the older gallery image as satisfying these corrections. The owner explicitly preserves the current Spectral, Mecha, Rosidian and Coral Archergun designs. Viral and the subsequently requested Pyro are the current redesign targets. Shared lore must not reshape or replace those four artworks, merge release identities or imply identical mechanics.
Pyro’s new ember-themed archergun draft explores swept limbs, a visible arrow, sculpted stock and optional flame-shaped sight. Its string branches do not yet visually meet the arrow correctly; the attempted corrected image was not produced. Keep the draft distinct from the selected older concept and do not claim mechanical coherence or native acceptance. The four preserved archergun designs remain unchanged.