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Build legacy-0.8.2-ba27b28e
0.8.2
2026-09-06 21:56 UTC · PR #30 · merged
Open this buildChanges since previous channel buildAdded
- Verification of both the first typed seed and the corrected draft through actual campaign starts.
- A Web renderer maintenance guide and reproducible build receipt.
Changed
- Web builds reserve enough rendering buffer space after geometry ranges expand.
Fixed
- Rotating a second expedition draft no longer drops the beginning of the seed validation label in the reproduced scenario.
- The same scenario completes without the previous rendering buffer errors.
Build legacy-0.8.1-738c1be5
0.8.1
2026-09-06 19:17 UTC · PR #26 · merged
Open this buildChanges since previous channel buildAdded
- Phone-density seed editing and rendered-contrast regression checks, with portrait and landscape screenshots.
- A seed field modification and testing guide.
Changed
- Seed entry uses the game palette for its background, text, focus border, caret and translucent selection.
Fixed
- Pale seed digits no longer disappear against the default light input background.
- The focused label remains readable; selecting digits keeps them visible.
- A long seed-validation label wraps without squeezing the editable input shut.
Build legacy-0.8.0-11306a32
0.8.0
2026-09-06 17:45 UTC · PR #24 · merged
Open this buildChanges since previous channel buildAdded
- Explicit return screen after browser hiding or native application interruption.
- Real browser visibility, freeze/return and overlapping lifecycle regression checks.
- Owner guide to lifecycle components and phone interruption testing.
Changed
- Backgrounding saves the active campaign and stops transient audio without changing mute.
- The existing screen stays in place behind the cover, preserving selections, inspection, scroll and seed drafts.
Fixed
- An interrupted animation is cancelled and cannot finish or replay after return.
- Return waits for all interruption sources to clear; underlying controls cannot advance the run while covered.
- Unmeasured layout bounds during rotation no longer produce invalid diagnostic JSON.
Build legacy-0.7.0-f079ad3d
0.7.0
2026-09-06 14:29 UTC · PR #18 · merged
Open this buildChanges since previous channel buildAdded
- Mobile browser regression checks at densities 1, 2 and 3, repeated rotation and synthetic canvas insets.
- Touchscreen taps and swipe scrolling now have a dedicated browser test, including combat, rewards and save/resume.
Changed
- Browser layout uses the displayed canvas height while retaining the 1.5 render-density cap.
- Existing controls resize after orientation and viewport changes; settings toggles and seed entry share the touch minimum.
Fixed
- Dense-phone compact controls measured 41.33 CSS pixels in 0.6.0; minimum touch height is now 44 CSS pixels.
- High-density landscape no longer chooses its compact layout from render-buffer pixels.
- Browser test input accounts for the actual canvas position and size, including synthetic safe-area padding.
Build legacy-0.6.0-6b00acf8
0.6.0
2026-09-06 08:16 UTC · PR #16 · merged
Open this buildChanges since previous channel buildAdded
- Structured Unity content fields for seven tables, nested effects, tag lists and campaign settings.
- Search, readable duplicate IDs, explicit reward enrollment and Unity Undo/Redo.
- Recoverable draft checkpoints, stale-source detection and atomic saves with exact-byte backups.
Changed
- Editor saves, CSV imports and build imports share referenced-sprite validation, including equipment art.
- The owner guide explains editing, recovery, backups and adding new content. Gameplay, balance and campaign save schema are unchanged.
Fixed
- Missing equipment sprites and empty player-facing hero, encounter and equipment names fail before import.
- Import failures after a successful save report that the source was already saved and backed up.
Build legacy-0.5.0-ce1f70bf
0.5.0
2026-09-06 07:15 UTC · PR #14 · merged
Open this buildChanges since previous channel buildAdded
- Eight editable combat cue profiles combine sprite timelines, reaction colors and distinct synthesized sound sweeps.
- Outcome labels show actual health damage, block gained, poison applied and capped healing.
- FeedbackCues CSV export/import supports decimal tuning with validation before replacement.
Changed
- One reusable presentation component owns the timeline and caches sprite frames. New commands and screen changes cancel old motion.
- Reduced motion keeps static feedback; quick animations halve duration; mute stops sound. Existing preference and campaign save keys remain.
- Sound playback is bounded to the latest action; poison, magic, faith, strikes, guard, injury, healing and rewards have distinct profiles.
Fixed
- Build scripts wait only for their Editor process, avoiding hangs on a surviving Hub helper after compilation failure.
- The audio listener lookup uses the current Unity API.
Build legacy-0.4.0-6a02546d
0.4.0
2026-09-06 05:35 UTC · PR #10 · merged
Open this buildChanges since previous channel buildAdded
- Seven class-focused cards bring the catalog to 25, with strength, poison, faith and magic strategies.
- Each new reward offers two class cards and one shared card; labels show the category and copies already owned.
- Rage Band, Venom Vial and Sunward Seal bring equipment to nine items. Poison and healing gear apply through card tags.
Changed
- New starter decks contain four or five affinity cards instead of two signature cards.
- Shared equipment costs more, and the forge shows how many cards in your current deck each item supports.
- Quickstep grants four block without drawing; a free play now spends hand space.
Fixed
- Hero CSV imports retain consistent line endings and reject invalid affinity references without replacing content.
- The content editor now explains that changed definitions require restarting Play mode or rebuilding/reloading the player.
Build legacy-0.3.0-e5c971a3
0.3.0
2026-09-06 04:32 UTC · PR #8 · merged
Open this buildChanges since previous channel buildAdded
- Tap-accessible enemy intent and combat status explanations using current values.
- Grouped draw/discard inspection with hidden draw order and empty-pile messages.
- A bounded recent-action history with actual damage, blocked damage, healing and poison feedback.
Changed
- Cards without enough energy remain inspectable; Play explains the required energy and stays disabled.
- Inspection screens have a persistent return control and leave campaign state unchanged.
Fixed
- Flask feedback now reports actual healing when near maximum vitality.
- Weakness is explicitly labeled as an enemy status with its decay timing.
Build legacy-0.2.1-c3ed92ca
0.2.1
2026-09-06 03:27 UTC · PR #6 · merged
Open this buildChanges since previous channel buildAdded
- Complete three-act expedition with Reaver, Rogue, Herald and Starseer; nine encounter stops, route choices and three bosses.
- Eighteen cards, poison/weakness/strength, cyclic enemy intents, six equipment items, flasks, rest and deck removal.
- Campaign JSON record editor, validated CSV interchange, development component gallery and bug-report preview.
Changed
- Replaced prototype enemies with twelve coherent painterly sprites while preserving original assets.
- Reused attack, guard and hit poses for all four classes; added impact motion and feedback.
- Card descriptions now reflect active strength and equipment bonuses.
Fixed
- Second Wind trades a card in hand for energy; it no longer enables free energy/draw cycling.
- Browser checks wait for rendered card selection and record failure screenshots/state.
- Added an audio listener when the UI scene has none, preserving an owner-provided listener.
Build legacy-0.2.0-ec895031
0.2.0
2026-09-06 02:49 UTC · PR #4 · merged
Open this buildChanges since previous channel buildAdded
- Complete three-act expedition with Reaver, Rogue, Herald and Starseer; nine encounter stops, route choices and three bosses.
- Eighteen cards, poison/weakness/strength, cyclic enemy intents, six equipment items, flasks, rest and deck removal.
- Campaign JSON record editor, validated CSV interchange, development component gallery and bug-report preview.
Changed
- Replaced prototype enemies with twelve coherent painterly sprites while preserving original assets.
- Reused attack, guard and hit poses for all four classes; added impact motion and feedback.
- Card descriptions now reflect active strength and equipment bonuses.
Fixed
- Protected rewards and purchases from duplicate commands; lethal poison prevents retaliation.
- Campaign save/reload preserves piles, route, equipment, statuses, RNG and reward choices.
- Added native safe-area padding and removed default white scrollbar/progress styling.
Build legacy-0.1.0-54553f30
0.1.0
2026-09-06 01:21 UTC · PR #2 · merged
Open this buildChanges since previous channel buildAdded
- Unity 6.4-to-6.6 save compatibility test with engine-version and state evidence.
- Draft PR browser and packaged-source checks before dev publication.
- First Unity expedition: one Reaver, three encounters, card rewards, final victory and defeat.
Changed
- Upgraded the editor to Unity 6.6 (6000.6.0f1); rebuilt Web and Windows players and refreshed screenshots.
- Adapted existing Strike, Defend and Footwork definitions into reusable C# effect records.
- Reused painted Reaver poses and original enemy/background art as pixel-identical PNG conversions.
Fixed
- Replaced the default fixed-size Unity web canvas after phone testing exposed clipping.
- Guarded repeated encounter starts and duplicate reward claims.
Build legacy-0.1.0-abcfffa7
0.1.0
2026-09-06 00:24 UTC · Associated PR unknown
Open this buildFirst recorded build in this channel.
Added
- First Unity expedition: one Reaver, three encounters, card rewards, final victory and defeat.
- Touch card selection with explicit Play and enemy targeting.
- Deterministic saved draw piles and channel-specific expedition saves.
Changed
- Adapted existing Strike, Defend and Footwork definitions into reusable C# effect records.
- Reused painted Reaver poses and original enemy/background art as pixel-identical PNG conversions.
Fixed
- Replaced the default fixed-size Unity web canvas after phone testing exposed clipping.
- Guarded repeated encounter starts and duplicate reward claims.