Background music, 16:9 design, opening cutscene (3.2.0)
2026-05-05
Music is in. Four tracks — title, peaceful, battle, fight — pick automatically based on the screen you're on, with crossfade between them. Settings → Audio now drives volume with live sliders and a separate mute for master / music / SFX, and every popup dismiss plays a soft close sound, so the audio loop closes the same way the visual one does. The story map also gained a foreground overlay layer so hub backgrounds compose the same way as story scenes.
The design aspect ratio switched from 19.5:9 to 16:9. The letterbox still respects each device's actual screen shape (tall phones still letterbox to 19.5:9), but UI is now authored against 16:9 and popups align to a 16:9 inner box. On a tall phone that means modal content sits in the safe area instead of getting stretched across the full column. Background and foreground art got a refresh across arena, bazar, library, teahouse, and the desert plane to match the new framing.
If you sign in to the title screen and there's an unfinished fight in your save, the game now drops you straight back into that fight instead of the world map. And a five-page opening cutscene plays on a fresh run — the cutscene engine that landed in 2026-04-18 is finally being used for the actual opening beat instead of a stub.
Two fight-screen fixes: stats on non-last hero panels lift up one notch so they don't collide with the row below, and the name tag stretches horizontally to fit long names instead of clipping the last letters. The plan summary popup now lists queued actions in the order you submitted them, so the recap matches how you built the plan instead of re-sorting it.