Making Greyhaven Feel Alive
October 8–10: A living-world pass adds more believable resident movement and conversation behavior, with the latest improvements still in branch testing.

Greyhaven already had residents, quests and conversations. The next goal is making its people seem to have lives beyond waiting for the player: moving between locations, sharing homes and being found away from their usual spots. Development branches now contain scheduled resident movement, stronger navigation and directional walking animations.
Phone testing also exposed an important issue: some characters briefly displayed the wrong pose or seemed to jump during their first seconds on-screen. Follow-up work improves initial animation loading and corrects Perrin's facing direction. These changes have been tested in development previews, but are not yet merged into the main game branch.
The direction is clear: build a town whose daily routines become part of exploring it, rather than a collection of stationary quest markers.
