Additions
Spellsinging improvements. The battle with the “Florist” in the Midnight Shore has now been improved with:
Tutorialization
HP and Favour indicators
New animations and attack effects
Includes a beat-synced battle bop animation for Tytti :D
Dynamic and extended music
The codebase was also updated with:
Better music controls,
Utilities like: InputIcon.cs for handling multiple input schema icons ,TutorialTextController for player-input-driven tutorial screens, HideableCanvasGroup base class for common show/hide canvas controllers, and more.
Also
The horrible “ladders skillcheck” has been improved
Changes
Battle system core loop refactored: cleaner Beat/Bar/Verse separation, better camera handling, improved metronome and win condition handling
Cameras now scales all sprites while blending
Curiosity skill check decoupled into its own Study mechanic; introduced generic Skillcheck
Music lowpass applied inside the shed; alternative music on the roof in FloristQuest
Camera rotation now accounts for character movement direction; arrow keys repurposed for camera spin. Wait, was this supposed to be in? Uh… I’m gonna keep it a secret. Nobody press arrow keys okay!
Water sounds and twilight water planes tweaked
Removals
Lots of old stuff stripped from BattleManager and startup / pause scripts
Old skill check rune assets deleted
Background music objects removed from scenes (now handled by SceneContext)
Unused FMOD assets cleaned up
Fixes
WithAlpha switched from UnityEngine package extension to a custom one — was breaking non-editor builds
Wrong animator parameter usage in the Courage skill check corrected
Collision handling in battle made more robust
TMP warnings from the runic font suppressed to clean up the console
Pond sound fixed in water audio pass
