Patch Notes Page 7
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v0.54.0
Section titled “v0.54.0”- 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.0for the refreshed APKs.
v0.53.2
Section titled “v0.53.2”- 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.wpkto 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.0for the refreshed debug and unsigned-release APKs.
v0.53.1
Section titled “v0.53.1”- 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.0for the refreshed debug and unsigned-release APKs.
v0.53.0
Section titled “v0.53.0”- 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-v8aandx86_64. - Android startup copies
wardens_content.wpkfrom APK assets into app-private storage so the existing VFS/content archive path can load authoredassets/anddata/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-Androidnow 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.
v0.52.12
Section titled “v0.52.12”- 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.jsonno longer referencesassets/cinematics/overlays/.
v0.52.11
Section titled “v0.52.11”- 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.
v0.52.10
Section titled “v0.52.10”- 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.
v0.52.9
Section titled “v0.52.9”- 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.