Keeping crowded fights readable
Tower parts now reuse direct references, and combat-word layout skips work when no callouts need placement. The illustrated animations and combat rules are preserved. Menu Lore also explains how combat words leave health bars clear in crowded formations.
Artwork loading releases temporary decode objects one frame at a time and skips an unnecessary upload when loading is cancelled.
Measured development results
In a dedicated simulator workload using Ravenbridge’s late-wave groups and the Marshal, median scene CPU time fell from about 0.71 ms to 0.43 ms. Two updated runs measured p95 scene CPU time of 0.68–1.17 ms versus 1.72 ms before. These are simulator scene-update timings, not physical-phone or GPU frame measurements.
The game build, native artwork ownership/cancellation checks and 26 focused tests pass. Memory did not show a reliable reduction, startup hitches remain, and the subsequently captured iPhone exit was traced to an obsolete Brute idle-frame request (see the October 28 crowded-battle follow-up). This local development update is not a release or a substitute for a monitored replay of the corrected phone build.
Written from game catalogs and implementation reports for the 2026-10-28 development snapshot. Later changes are noted above; use the wiki for current gameplay values. Validation refers to the checks described in this journal.
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