🔬 Investigation: battle-end freeze
A player reported the game becoming completely unresponsive the moment a battle in Blue Lake ended — no clicks, no hover, nothing. We dug through the report logs and narrowed it down to inside the battle engine's victory hand-off, but could not reproduce it in-house even with an identical character.
So this update ships a full black box:
- A freeze watchdog that automatically records the moment the main thread locks up (and for how long, if it recovers)
- Checkpoint tracing across every stage of a battle's end — the moment you report it again, the logs will point at the exact stage that froze
- Your in-game feedback now also attaches the last 300 lines of the on-disk log — so even if you had to kill the game and restart before reporting, the final moments before the freeze still reach us
If this freeze has happened to you: please update, play until it happens again, then submit feedback from the game (a screenshot helps too). The new diagnostics will do the rest.
🏗️ Cave Dwelling overhaul (no gameplay changes)
The Cave Dwelling screen's code was the largest file in the project (nearly 3,000 lines). It's now split into focused modules — isometric map view, grid view, herb garden, farmland panels — with battle-tested behavior anchors in place. Nothing you see or do in the cave changes; this just makes future cave features (and fixes) faster and safer to ship. Dead code left over from older cave reworks was also cleaned out.
