Some settler sprites have incorrect y offsets between the body and the overlay images. This can be noticed most easily when the offset is too big, because then the head "floats" in the air. Here are some screenshots
Fat carrier, walking south west.

Thin carrier with a roman shield, walking north east.

Hunter walking west.

It is usually just one of the eight animation steps.
To verify, I exported spritesheets for each job and each good and also saw this. (Using pink as background to see it easily)
Notice the south west and north west rows, fifth column.

I found that when parsing the BOB files, two bytes are considered unknown data.
uint16_t unknown;
I printed the unknown values and they were either 0, 0x0001 or 0xFFFF. As signed int16_t this would be 0, +1 and -1. Then I changed the exported spritesheets in a way that all +1 sprites would be drawn in a green rect, and all -1 sprites are drawn in a blue rect. Et voilà:
For the green ones it's rather obvious, the blue ones often look like they are kind of bent forward. So the unknown data seems to be some kind of ny-correction. Here are all spritesheets to verify:
export.zip
- Which version is affected?
v0.9.5 - 397f2b2 and 20260730 - f519458
- What did you do/shall be done to reproduce the bug?
Observe a fat carrier walking souh west or north west without good. Press pause until the incorrect animation step is drawn.
- What is expected?
No floating heads or squashed necks.
- What happens instead?
See above.
Some settler sprites have incorrect y offsets between the body and the overlay images. This can be noticed most easily when the offset is too big, because then the head "floats" in the air. Here are some screenshots
Fat carrier, walking south west.

Thin carrier with a roman shield, walking north east.

Hunter walking west.

It is usually just one of the eight animation steps.
To verify, I exported spritesheets for each job and each good and also saw this. (Using pink as background to see it easily)
Notice the south west and north west rows, fifth column.

I found that when parsing the BOB files, two bytes are considered unknown data.
uint16_t unknown;
I printed the unknown values and they were either 0, 0x0001 or 0xFFFF. As signed int16_t this would be 0, +1 and -1. Then I changed the exported spritesheets in a way that all +1 sprites would be drawn in a green rect, and all -1 sprites are drawn in a blue rect. Et voilà:
For the green ones it's rather obvious, the blue ones often look like they are kind of bent forward. So the unknown data seems to be some kind of ny-correction. Here are all spritesheets to verify:
export.zip
v0.9.5 - 397f2b2 and 20260730 - f519458
Observe a fat carrier walking souh west or north west without good. Press pause until the incorrect animation step is drawn.
No floating heads or squashed necks.
See above.