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_legacyandwizard_hp_readoutsettings (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.