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26.09.26-1

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@lbk2907 lbk2907 released this 26 Sep 11:37
· 67 commits to master since this release

Update notes. Read carefully.

The port is now two games. This one carries on and grows; the other keeps the original exactly as it is.
AudioDefenceOriginal is that preserved original. It will not be updated again, unless a serious bug turns up that has to be fixed.
It does not look for updates at all, so if that ever happens, the new build would be yours to download.
Everything this build can do, it can do too, apart from being played in another language.
New features arrive here, in AudioDefence.
The two keep their progress apart, so you can have both and play either. AudioDefenceOriginal saves into a folder of its own, AudioDefenceOriginal in AppData, which it makes the first time you run it.
To carry your progress across: run AudioDefenceOriginal once so that folder exists, then copy settings.json, save.json and keys.json into it from the AudioDefence folder beside it.
Do that before you update from this build to the next build, if you want the original to hold the progress you have now.
When the next release arrives here, it is yours to decide whether to carry that save on or start fresh.
This release looks for updates at the project's new address. Until the move is finished, Check for updates will say it could not check. Nothing is wrong, and there is nothing for you to do.

AudioDefenceOriginal: https://github.com/lbk2907/AudioDefenceOriginal
Effective Date: if you are reading this, it is already working.

New Address for this Build: https://github.com/lbk2907/AudioDefence
Effective Date: Between 1 October 2026 to 5 October 2026.

Changes

The game runs on the Mac too, in its own build on the same release. It speaks through VoiceOver, or through the system voice when VoiceOver is off.
The game can be played in another language. The Miscellaneous tab in Settings has a Language row; the announcer and the game's own recordings stay in English.
SAPI 5 responds as quickly as a screen reader does: it starts sooner, stops the moment you interrupt it, and no longer holds the game up while it speaks. The Speech tab in Settings has a Use modern output row for it, on by default. Turning it on or off takes hold at once.
Press Control to stop whatever is being read out, in the menus or in a game.
On the Endless screen you can no longer leave while the cards are being dealt.
Guns are heard the moment you press and the moment you let go, and tapping the trigger no longer cuts the gun's wind-down short.
The Minigun power-up is heard for as long as it fires, and a power-up you are holding stops when you die or when you pause. It fired on through the pause menu until its time ran out.
A gun that is still firing stops when you switch weapon or when you die.
When you empty the clip, the gun stops before the Reload call-out and the call-out is always said. A gun with no empty click of its own answers with its own warning instead of saying nothing.
A gun running low on ammo keeps warning you until you reload, instead of only while you hold the trigger down. Firing in short bursts, the warning was never heard at all.
The game closes properly when SAPI 5 is what speaks.
If the sound device the speech is using goes away while you play, the game carries on with another one.
The Speech output row and the SAPI 5 voice row in the Speech tab open a list to choose from instead of stepping.
Buttons that were silent now click: opening a weapon from the Loadout tab, closing a weapon page, equipping a weapon, and the OK on a message like Not enough Coins.
In Gesture mode, D-pad up switches weapon and D-pad down reloads, beside the stick flicks that already did.
A power-up's page shows your coins and diamonds, says which level you are on, and its back button says what it closes.
Your coins and diamonds are shown in the menus under Play, whichever mode you are in, and nowhere else.
The Announcer switch and the game's volume are kept with your other settings now, not with your progress. Both start at their default once, and everything else is as you left it.
Being killed by a Berserk counts. Its own tally stayed at zero however many times it got you, and your Deaths total missed those too.
Skipping the intro with Cross no longer presses Play as well, which started a game you did not ask for.
An alert no longer reads a stop that is already there - "Not enough Coins!. ... Endless Mode.. OK" is now read as it is written.
Running the source without its packages now says which one is missing and how to install it, instead of handing you a traceback.
Going back with Escape, or with Circle on a controller, clicks the same as pressing the Back button.
A Berserk charging at you keeps making its sound after you shoot it. The first hit silenced it, and it ran you down with nothing to hear.
Switching weapon while you reload stops the reload sound. It carried on playing on the gun you had put away, where nothing could stop it.