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@EarthboundPromoter EarthboundPromoter released this 29 Aug 00:59

Five sessions of work: the tooltip system learns sections, the combat voice finishes its compression pass, and a new scanner joins the keyboard.

Added

  • Home and End step through the last-spoken tooltip one section at a time — health, status effects, cooldowns, resistances, and so on. Works after a D detail or any tooltip page, in play, in shops, and in the character sheet; every new page starts back at the top.
  • Y speaks the enemies who can hit you this turn — the game's own Show Threatening Enemies key: cycle nearest first, Shift reverses, Alt pins. Follows your attention like every scan.
  • Ctrl + any scan key (I, U, N, O, Y) speaks a range digest: one summary by spell range, nearest bracket first — "Range 3: 2 Goblins, Bat."
  • Unit reads gain a Cooldowns line — abilities currently cooling down, "Cooldowns: Fire Breath 2t" — absent when everything is ready.
  • When a control effect eats your turn, the report says so: "Turn lost to Frozen." — so a doubled-up round reads as two turns, not one.
  • The turn-end coda: when a turn changed your shields or a control effect, the last thing spoken is where you stand — "2 shields.", "Still stunned, 2 turns left." Silent when nothing about you changed. New setting coda_enabled (default on). HP is deliberately not in the coda for now — every hit already speaks inline with its amount; press F for your totals.
  • The Wardrobe is fully voiced, locked outfits speak their unlock path (never their hidden names), and the Escape-menu row says its name.
  • Chasm tiles name their type everywhere tiles speak: lava, water, swamp.
  • New setting terse_labels (default off): drops the "Jumped to:" and "Component:" prefixes.

Changed

  • Unit reads are reordered for listening: name, health, shields, status effects, cooldowns, resistances, movement, and tags come first; the long spell and passive text comes last, where skipping it is free.
  • Rift crafting previews (Prospective Equipment) read one gear piece at a time instead of one long comma run-on.
  • Shield blocks compress: one line per attacker and spell — "blocked 4 hits, 8 Holy each" — ending with the shields-left count. Blocked hits name their attacker.
  • Ambient deaths group into one line; enemy area spells name each target once with all its damage together.
  • A creature that transforms says so: "killed, became Wild Man" rides the kill line. Necromancy speaks in one breath: "killed Goblin (10,4), 9 Dark, raised as Ally Skeletal Goblin."
  • Your army fading out after a clear says "Allies vanished." — not a roll call of deaths that never happened.
  • Self-damage and retaliation from your own cast now speak inside the cast's report, after its cause.
  • The once-per-crossing HP warnings retire; hits speak their amounts inline as they land, and F reads your totals on demand.

Fixed

  • Enemy shield breaks no longer double-speak: the compressed blocked line is the one voice; the stepwise "shield broken, N remaining" echoes are gone.
  • Pressing R before clearing your first realm crashed the game; it now says "No rerolls."
  • Mutator parameter submenus spoke raw formatting code; they now speak the game's own labels.
  • Repeat-casting a melee spell was silent on the first targeting step; the tile now speaks every time.

Removed

  • The threat_enumeration_legacy and wizard_hp_readout settings (superseded — see Y scan and the inline hit narration).
  • Look-mode and targeting unit summaries no longer append on-death effects; those speak in the unit's full detail, one D press away.

Full detail in CHANGELOG.md.