Commit Graph

3 Commits

Author SHA1 Message Date
Claude 2395e5108c Pace combat resolution across phases instead of resolving instantly
Convert CombatManager's phase state machine to coroutines so drawing,
interpreter-queue cards, and enemy actions each resolve one at a time
with visible delays, instead of an entire phase mutating state in a
single synchronous frame. Delays are skipped when UIPreferences.ReducedMotion
is set. Also drops the UI's old artificial cascade stagger for queued-card
animations since real per-card timing now provides the spacing.
2026-07-08 16:18:13 +00:00
Fretux 30db1e1108 implement scaling rewards per wave completed in combat mode 2026-07-07 12:56:02 +02:00
Fretux 28486bff8c Implement too many changes to list 2026-07-07 11:46:31 +02:00