The Wastes UI redesign
Rebuilt the Wastes screen from the ground up. The map now dominates the viewport. Tiles are larger, the grid fills available space, and the old ScrollView layout is gone. The zone background image stretches full-screen at low opacity, giving every region a distinct atmosphere without obscuring gameplay.
New top HUD overlays zone and tile info in a translucent bar: zone name, tile bonuses, territory ownership, active buffs, gem effects, and kill streak. It stays out of the way while keeping critical info visible at a glance.
Monsters and tile interactions are pinned in a bottom panel that's always visible. No expanding, no collapsing, no extra taps. You walk onto a tile, see what spawned, and tap to fight. Portal, merchant, camp, and gather actions show as compact icon buttons. Boss lairs display the full fragment count and summon button inline.
Current tile pulses with an animated glow. Unvisited tiles get a fog overlay. The player beacon is now a pulsing ring instead of a static icon.
Kill notifications now slide in from the top instead of overlapping the monster list at the bottom. Victory and defeat banners show rewards inline with rarity-colored item names.