# Lantern Run changelog

## 1.1.4 (2026-10-16)

- Gallop is the throttle again everywhere: hold it to run, let go to slow down. Auto-gallop was on by
  default for any touch-capable device, which included touchscreen PCs, so the Gallop button did nothing.
- Auto-gallop is now Steady Spurs, a 150-coin item in the Saddler, the dearest thing in the shop. Once
  bought, its card in the shop (and a box in Settings) switches it on and off. Saves that had auto-gallop
  switched on start without it until the spurs are bought.

## 1.1.3 (2026-10-16)

- Tuck: it now holds a quarter second after release and works over bumps and in the air, so a whoop in the
  road no longer pops you up into a branch. F also tucks, and the gamepad's right stick.
- A Tuck button on the touch controls, and a TUCK cue over Revere when a low branch is coming in your lane
  (red, then green once you are down); the touch button flashes with it.
- The tuck shows: Revere folds flat over the horse's neck, laid over his riding pose, instead of the same
  slight crouch used for turbo.

## 1.1.2 (2026-10-16)

- Audio audit. The falling bridges never fell: every plank re-armed itself each frame, so the planks stayed
  put and the crack sound fired dozens of times a second (the static on Menotomy Road). The bridge now
  collapses behind you as designed, with a handful of cracks.
- Music could stack: a new crossfade cancelled the old one half way and left that track playing, and any
  sound effect could restart a track that had been stopped. Each track now owns its fade, only the active
  track is ever played, stage builds wait for the old music to fade, and only the latest stage request
  starts its music. tools/audiotest.mjs checks that one track is audible after every transition.
- Hoofbeats are a soft thud instead of a hiss and get quieter as they speed up; the turbo blip is limited
  to one every 0.6 s; noise bursts share one buffer.

## 1.1.1 (2026-10-16)

- The finish: Revere reins in to a stop past the line (a skid, then a rear), the crew pulls up behind him
  and the dragoons fall back, and the camera wraps from the side round the front to the far side, then
  keeps circling under the results card. Before, the horse galloped on off the end of the road.
- The title screen's attract ride is silent now; its hoofbeats, coins and calls were playing over the menu.

## 1.1.0 (2026-10-16)

- Beat VFX: effects keyed to the music at speed (sparks, shock rings, speed lines, lens hits, bloom and rim
  pulses, stride locked to the tempo), from an offline rhythm map of the eleven tracks.
- Fixed: the original MP3 soundtrack never started (the module name shadowed the browser's Audio), so only
  the synth fallback played. Tracks now stream on first play instead of all downloading at boot.
- Portrait play on phones and tablets: a new camera framing, a compact HUD, a two-column results card on
  short landscape screens. A Beat effects setting.

## 1.0.0 (2026-10-16)

- First release. Nineteen painted stages in four acts, six riders, six horses, thirteen colony lanterns,
  five golden horseshoes and Rainbow Road.
- Easel-painted panoramas, Blender horse, riders and stage kit, painterly shading and post.
- The Call, crews, rivals, lane events and set pieces.
- Camera director with cinematic cuts.
- Music and sound effects from RevereBike.
- Field guide at /gamelab/lantern-run/.
