Timpanist0.3.2 — current limitations

New rework is not game-tested. Previous0.2.1 was reported working as intended by the user; its former strike failure is no longer an active confirmed defect. The rework intentionally retires manual tuning and matched-note paired-roll bonuses.

Combat numbers are prototype balance. Runtime terrain/wall/slope/ledge behavior, target hit rejection, 25m charge travel, native state cancellation, audio latency/visual synchronization, multiplayer and item outcomes require in-game verification. Offline damage/timing/API checks cannot establish fun or visible quality.

Pressure Roll uses native stock and recharge. Metadata verifies the native Backup Magazine/Luminous Shot paths, not actual run behavior. Check Backup Magazine, Bandolier, cooldown reduction, Hardlight Afterburner, Lysate Cell, Shuriken and Heresy replacements. Special/utility can interrupt rolls; release stops with no release attack. Roll damage ticks use0.12proc; charge1.0; Afterbeat0.35; primary/special1.0.

Afterbeat deals at most one delayed hit per enemy per charge across overlapping bursts. At most64pending marks per rider; heavy hit cosmetic flashes capped12per strike. All direct damage is server-authoritative. Effects replicate through the native effect catalog; multiplayer, load/culling behavior, packet timing and busy-run performance untested.

Audio remains custom Windows PCM, independent volume slider; game SFX/master slider and native audio bus do not control it. Impact sounds are actor-spatialized. Full recording/speech/extra licks stay private. Original source audio unchanged.

Geometry remains draft quality. Existing character mesh/LODs/cosmetic ragdoll preserved; no final-art or native ragdoll acceptance claim. Browser preview is a scaled presentation study, not the Unity physics simulation.

Browser host access was restricted by the current tool policy, so the authenticated hosted page/download and feedback inbox could not be exercised this pass.
Independent native integration review found one rejected-hit/Afterbeat edge case, fixed in0.3.1 with three additional compiled-IL contracts. No P0/P1 defect established. Charge/body movement interaction and enemy passage require targeted game testing.

0.3.2 identity scope: portrait and lore registration are native-API checked and independently reviewed. Transparent portrait inspected at48/64/96/128/192px against test mattes. In-game selection/HUD/logbook compositing and post-win lore discovery remain untested. Source preserves native discovery; a missing unlocked lore entry before a win is expected. English original lore falls back through normal localization; no additional translations authored.0.3.1 gameplay bytes are preserved apart from version/identity registration.
