Song of LaritheaTurn-based tactical RPG

Home / News / Maya animated on the fight field, heal as its own card, 5-hero stacks (3.4.0)

Maya animated on the fight field, heal as its own card, 5-hero stacks (3.4.0)

2026-05-07

Maya is animated on the fight field. Eight sprite sheets cover idle_loop, idle_to_selected, selected_loop, selected_to_attack, attack_loop, hit, to_ko, and ko_loop, driven by a state machine that picks the right loop or transition based on what's happening to her. A new `MayaFightFieldSprite` component handles playback, and a developer-only calibrator panel auto-cycles all eight sequences with per-sheet scale and offset alongside, so each sheet can be tuned without rebuilding. The tuned values were written back into each sheet's `.sheet.json`. Same sprite-sheet packing as the hub animations from May 3, applied now to combat.

Effect-only spells became their own card. A heal spell now reads as a stand-alone card where strength, cost, and magnitude are the same number — instead of a heal sigil bolted onto a damage spell, it's its own thing in the spell catalog. The craft validator, applyEvent, runFold, and the comic spell card components all move together. ComicSpellCard, ComicSpellCardMini, and ComicSpellCraftingColumns render the effect-only layout cleanly so a heal card doesn't pretend to have area or damage.

Fight vertical stacks now support up to five heroes or enemies per side (was three). A new `HeroPanelQuint` layout primitive handles the five-slot row, and the fight field core, comic layouts, and `HeroPanelLayout` all gained the quint variant.

Locked aspect nodes finally do something on tap. Touching a node you can't unlock yet now opens an `AspectNodeRequirementsPopup` that explains the gate — what's missing, what unlocks it. The gate-text helper has its own test file. Buttons on the fight field and the playout bar play the standard buttonClick SFX (groundwork for the May 8 SFX wave). Trigger positions for Nell and Tara got nudged in walking scenes, with Nell's trigger mirrored, and battle lifts scaled so the field reads cleanly with the new hero stacks.

Bug fix: when a fight is won, other enemies in the same scene now correctly re-activate (the earlier behavior could leave them in a stuck dead state). Version bumped 3.3.0 → 3.4.0 for the staging promotion, with dev-only design-system playground files excluded from coverage so they don't pollute the metric.

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