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Patch Notes Page 7

  • Added first-pass Android gameplay touch controls.
  • Live gameplay now shows a scalable virtual movement stick plus touch buttons for dash, interact/use, consumables, hotbar actions, abilities, ultimate, and pause.
  • Touch controls feed the existing action system and stay hidden while menus and major overlays are open so regular RmlUI taps remain available.
  • The virtual movement stick is about 15% larger than the first pass and now captures one movement finger with a deadzone plus smoothed axis output to reduce touch jitter while moving.
  • Improved Android phone resolution handling.
  • Android now treats the SDL renderer drawable size as authoritative and ignores saved desktop window sizes that could leave the game letterboxed inside the phone surface.
  • Android now enters immersive sticky fullscreen on create, resume, and focus regain so the status bar and gesture/navigation bar stay hidden during menus and gameplay.
  • Installable debug APKs now build the native C++ stack with Release CMake optimization for device performance testing while keeping debug signing for easy sideloading.
  • Android package metadata now reports 0.54.0-android.0 for the refreshed APKs.
  • Fixed Android startup closing immediately on Pixel 7.
  • The APK now stores the packaged content archive under a dedicated asset path before copying it into app-private storage, avoiding a path collision that could truncate wardens_content.wpk to zero bytes during startup.
  • Android startup diagnostics now report the copied byte count and fail early if the content archive copy is empty.
  • Android package metadata now reports 0.53.2-android.0 for the refreshed debug and unsigned-release APKs.
  • Fixed Android APK compatibility for 16 KB page-size devices.
  • Android native shared libraries now link with 16 KB ELF segment alignment, covering the game library plus SDL2, SDL2_image, SDL2_ttf, SDL2_mixer, RmlUi, and dependent shared objects.
  • Android package metadata now reports 0.53.1-android.0 for the refreshed debug and unsigned-release APKs.
  • Added the first native Android APK test build path.
  • The Android Gradle/NDK project now compiles the shared C++20 engine/game stack with SDL2, SDL2_image, SDL2_ttf, SDL2_mixer, RmlUI, and the base content archive for arm64-v8a and x86_64.
  • Android startup copies wardens_content.wpk from APK assets into app-private storage so the existing VFS/content archive path can load authored assets/ and data/ without broad storage permissions.
  • Steamworks, Steam Input, Steam Cloud, Steam leaderboards, Steam Workshop, and Discord native integrations are disabled for Android builds while local gameplay/progression fallbacks remain documented as parity work.
  • Staged Android test artifacts.
  • Client-Android now carries a debug APK for install testing, an unsigned release APK, a fresh Android content pack, and SHA256/timestamp evidence.
  • Physical-device validation currently proves APK install, SDL native library loading, and a live process on Android; full touch gameplay, lifecycle, persistence, and visual unlocked-device validation remain tracked in the Android parity matrix.
  • Removed Intro Chronicle overlay cutouts.
  • The opening cinematic now returns to the generated parchment panel artwork without the added transparent overlay images.
  • The cinematic layer system remains available for future authored art, but intro_tutorial.json no longer references assets/cinematics/overlays/.
  • Refined Intro Chronicle overlay motion.
  • Overlay cutouts now sit mostly along the left and right edges of the cinematic viewport.
  • Positioned overlays now slide in from the nearest edge during fade-in and slide back out during fade-out.
  • Added layered Intro Chronicle overlays.
  • The opening cinematic now uses transparent overlay art from assets/cinematics/overlays/ across all seven panels.
  • Cinematic layers can now be positioned and scaled with normalized data fields while retaining parallax, drift, and fade behavior.
  • Smoothed Intro Chronicle music transitions.
  • The cinematic score now fades down with the final fade-to-black instead of stopping at full volume.
  • Normal game music now fades in after the cinematic completes or is skipped, avoiding a hard music start when gameplay appears.