One of the largest refactors over the past several months has been the battle system.
The original battle system worked, but after years of adding mechanics, it had become difficult to safely extend. Counters, action timing, targeting, animations, victory rewards, auto-battle behavior, state effects, and post-action logic were all heavily intertwined.
We’ve been rebuilding that foundation so each part has a clearer responsibility.
For example, turn flow is now handled by a dedicated battle turn controller, action execution is more isolated, targeting is ...
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