Heyo! Here we are! I hope you all had a great New Years, and are ready to tackle 2026 because I sure am! Right out the gate, there has been some good happenings on the development side of things. I'll start out with the things that don't have many visuals.
SFX:
Well it turns out I still didn't get around to actually implementing the final batch of SFX. I took the time to get it all implemented. This last batch is mostly based around Neos2, Brisk's boss fight, and the final boss fight. With that, the main batches are all done. There mighhhtt be some smaller things if we feel it's necessary, but this should wrap SFX up.
VA Processed:
LewdK has finished processing the final batch of VA work. This VA work includes: Neos2, Titas2, Finale1, Finale2, along with some revisions on Pearlus1. This means it's waiting to be implemented. (This might be the first thing I do in the upcoming week).
Hscene Re-Renders:
Following our list of Hscenes to patch up for consistency, and improvements. There were 2 more that were addressed this week.
First up was Pix's Diner Hscene. In this Hscene her colors didn't quite match up with her base colors. On top of this Amhidden added a more feathered shade as opposed to cell shade, and some face adjustments.
Old:

New:

Next was RoosterxTanya's Hscene. The characters themselves saw small changes to shading, and the scene has gotten a more detailed background.
Old:

New:

Others:
On top of these, there were a few other things I touched on while I was working on relevant things.
The first being a bit of an adjustment on Raph, the boss of Neos2. This boss seemed like a bit of a damage sponge, and it also felt like the unique design of the his fight didn't really mean much as a result. The main change I did was make it so the "wires" in the tunnels now are much easier to kill, and do x4 the amount of damage to Raph. This should give much more meaning to blasting the wires, and clearing those tunnels.

Next was a small adjustment to Lana's sprite in the hub. She has had some color adjustments for consistency's sake.

Finally; as I have been implementing these re-renders, and am working on the atlases, I took the opportunity to blank-slate Aether's color for re-coloring. While this feature is still definitely low-priority. If I ever hope to implement it, it will need to be done while I'm in the atlases like this. I may decide to drop this if it gets to be too much, but I will give it a go.

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That should wrap up this week's progress report!
Next week is going to likely start with implementing all of the new VA work. From there, I will likely either knock off more of the list, or implement more re-renders.
I'll catch you all next week with the breakdown as always! Thanks so much!
-Regulus