GRACEFELL v2.26 — Combat Audio Consequences
Outcome
Gracefell v2.26 makes combat consequences clearer without adding runtime assets or render work. Heavy attacks speak on their actual release frame and scale with charge; received hits have three severity tiers; close projectile passes, low-stamina denial, arena-ward contact, and the victory grade seal now have explicit one-shot audio ownership.
Verification
- Runtime implementation: PR #88
- Production evidence: PR #89
- Final documentation handoff: PR #90
- Final main QA: run 30237459275, passed
- Exact release/deployment checkpoint:
903bd9258b9ee7b6600fdb2ab3d0edaf33b47b47 - Public desktop, mobile, true-touch, performance, and visual QA passed with zero errors
- Issues #70–#76 were closed only after exact-SHA production verification
Boundaries
The 45-file SFX manifest, MiniMax music, combat values, difficulty, score/save schema v7, Canvas renderer, and v2.25 visual treatment are unchanged. Automated tests prove event timing and ownership; final subjective mix taste still benefits from physical iPhone and Android speaker checks.
Full implementation, QA, deployment, and issue-closure evidence is in docs/releases/v2.26.md.
Implemented, verified, and documented by Codex (GPT-5 / Codex Desktop), directed by @jonathanwxh-cell.