- Introduce Megatank: medium commander with Twin 150mm Cannon and Side Rocket Pods
- Implement multi-barrel weapon system (barrels + barrelSpacing) in TALogic and TARules
- Lower DEFENCE_MIN_SKILL from 4 to 3; make first Laser Tower proactive, not reactive
- Rebalance unit triangle: Tank now counters Rocket Tank; rockets weak vs vehicle armour
- Re-seed campaign missions m05 (67890) and m06 (80808) with updated maps and briefings
- Skirmish default theme uses rules default (tropics) instead of hardcoded grasslands
- Add intro video before main menu
- Update sprite docs and verification tests for new balance
- Introduce Megatank: medium commander with Twin 150mm Cannon and Side Rocket Pods
- Implement multi-barrel weapon system (barrels + barrelSpacing) in TALogic and TARules
- Lower DEFENCE_MIN_SKILL from 4 to 3; make first Laser Tower proactive, not reactive
- Rebalance unit triangle: Tank now counters Rocket Tank; rockets weak vs vehicle armour
- Re-seed campaign missions m05 (67890) and m06 (80808) with updated maps and briefings
- Skirmish default theme uses rules default (tropics) instead of hardcoded grasslands
- Add intro video before main menu
- Update sprite docs and verification tests for new balance
- **Visual Feedback**: Introduce VegaBombardScreen.js — a two-stage popup for
bombard/invasion results featuring JIT-loaded videos (per planet type or
invading species) and animated stat bars showing population, factory, and
building losses.
- **Expanded Consequences**: Factory and building destruction now scale with
the population kill ratio. On colony wipeout, weapon Mark gates planetary
ruin/ruination (toxic/radiated/dead/asteroids) via a weighted probability table.
- **AI & Tactics**: Ursaal now queue troop transports alongside warships for
invasion fleets. Added `bombardHoldFireChance` trait (0–1) to let species
defer bombing when invasion troops are staged, preserving intact colonies
without creating fortress-world stalemates.
- **Battle Logic Fixes**: Correct `prepareBattleAt` and `pendingBattlesFor` to
properly handle stars with multiple colonies, ignore transport-only fleets,
and suppress pending battles when planetary defenses are depleted.
- **UI/Reporting**: Wire player-initiated and AI-initiated attacks into the
new popup queue. Add `bombard` and `invasionFailed` to notable turn report
events with detailed outcome descriptions.
- **Testing & Tooling**: Add comprehensive verification tests for planet
destruction distribution, building damage rates, hold-fire chances, and
battle edge cases. Expose `window.game` for devtools debugging.
- Replace flat planetDefenseBase (20) with proportional planetDefenseScale
(0.06), so colony defense damage scales purely with current defenseHp.
A near-depleted colony now barely scratches attackers, while a fully
tech'd one still tops out ~110 damage — fixing "attacked with the
strength of a much-better-defended planet" (Brian, 2026-08-14).
- Add AI war memory: track consecutive losses per enemy and escalate
attackMultiplier up to 3x so repeated losing attacks stop dribbling
small fleets. A win resets the streak. Prevents permanent phoney wars
where both sides build to equal strength and nothing moves.
- Show "Under Attack" notice (one-button, no formation picker) when AI
attacks the player, since formation choice is meaningless for defense.
- Add planetary beam fire SFX for combat view.
- Add event `seq` cursor for war memory to survive event list trimming.
- Full test coverage for planet damage formula and AI escalation behavior.
- Replace □/■ glyphs with channel-specific icons inside the lock toggle boxes
- Introduce `allocation.png` (5 frames) and register it in the artwork config
- Add hover tooltips explaining each channel's production role and MOO1-style
overflow behavior
- Expose slider `zone` for tooltip attachment and adjust icon/layout positioning
- Update sprite documentation and include minor audio asset update
- Add leader detail pop-over (VegaLeaderDetail.js) with portrait, bio, and
current posting bonuses displayed in fleet and colony views
- Add leader portrait click-to-zoom in the Leaders screen
- Add leader skill summary formatting (leaderSkillSummary) for readable
bonus descriptions across UI components
- Integrate leader skills into espionage power/defense and invasion attack
calculations in VegaLogic.js
- Cap bombard() at once per (attacker, colony) per turn via lastBombardTurn
tracking; fixes UI double-click and AI double-bombard bugs
- Contact-gate GNN breakthrough stories and ranking charts on first contact,
matching existing rankingRows behavior
- Round population displays throughout the UI (toFixed(1) → Math.round)
for cleaner presentation
- Bump colony ship and transport base costs in rules data
- Add leaders.png artwork reference to mastervega-artwork.json
- Add tests for bombard cap and GNN contact-gating in verifyMasterOfVega.js
Introduce a full-screen, click-advanced ceremony (VegaCouncilSession.js)
that replays runCouncil()'s result delegate-by-delegate instead of hiding
the tally behind the turn-report. Three fixed stages — Roster, Voting,
and Verdict — with a persistent 2:3 portrait anchor video, green-screen
ticker, live scoreboard with animated bars, and sting-then-loop audio.
Key changes:
- VegaLogic.js: expose per-voter `voters` breakdown and `pendingSession`
flag so the UI can replay the session before the victory check.
- MasterOfVegaGame.js: consume `pendingSession` in `runToHumanTurn()`
before `state.over`, ensuring a decisive council still gets its ceremony.
- VegaTurnReport.js: remove `council` from NOTABLE_TYPES (ceremony handles
it); keep `councilRefused` as a distinct war-declaration row.
- assetManifest.js / Sounds.js: register video + sting/loop audio cues.
- VegaScreens.js: add `D.council` depth value.
- verifyMasterOfVega.js: assert voter breakdown consistency and pending
session lifecycle.
Introduce a full-screen, click-advanced ceremony (VegaCouncilSession.js)
that replays runCouncil()'s result delegate-by-delegate instead of hiding
the tally behind the turn-report. Three fixed stages — Roster, Voting,
and Verdict — with a persistent 2:3 portrait anchor video, green-screen
ticker, live scoreboard with animated bars, and sting-then-loop audio.
Key changes:
- VegaLogic.js: expose per-voter `voters` breakdown and `pendingSession`
flag so the UI can replay the session before the victory check.
- MasterOfVegaGame.js: consume `pendingSession` in `runToHumanTurn()`
before `state.over`, ensuring a decisive council still gets its ceremony.
- VegaTurnReport.js: remove `council` from NOTABLE_TYPES (ceremony handles
it); keep `councilRefused` as a distinct war-declaration row.
- assetManifest.js / Sounds.js: register video + sting/loop audio cues.
- VegaScreens.js: add `D.council` depth value.
- verifyMasterOfVega.js: assert voter breakdown consistency and pending
session lifecycle.
Introduce GNN, a galaxy-wide news broadcast feature that reports major
events to the player via a full-screen takeover UI with anchor desk
video, story pages, MOO1-style animated rankings, and a diplomatic
relations reference.
Key changes:
- VegaGnn.js: headless event classification, anchor copywriting, and
ranking logic (Phaser-free, testable in Node)
- VegaGnnScreen.js: full-screen UI with looping anchor video,
green-screen ticker terminal, story renderers (diplomacy/tech/
territory/espionage), animated bar-chart rankings, and relations page
- HUD: new GNN button with unread bullet cue; auto-opens after turns
when stories are pending, on-demand via button
- VegaLogic.js: new `lastColony` event (reduced to single world),
`attacker` field on elimination events, `gnn` state with history
buffer, export empireFleetPower for multi-empire rankings
- VegaColoniesScreen.js: export and generalize createAdvisorTerminal
for reuse by GNN's ticker
- mastervega-rules.json: flag ~16 headline-worthy techs with
gnnHeadline (research-sourced only, not espionage-stolen)
- Assets: eager-load GNN anchor video, sting/loop audio, and populate
all 10 species colony advisor videos in mastervega-artwork.json
- verifyMasterOfVega.js: comprehensive 7b test section covering
classification, consumption, describeGnnStory, anchorLine, attacker
threading, ranking metrics, relationsRows, serialization, and AI soak
- Add full-screen intro video (mov-intro.mp4) that plays once on fresh game
entry, with skip prompt on first keypress and immediate skip on second
- Include intro soundtrack (intro-theme.mp3) and updated menu title image
- Skip video on Load-slot resume to avoid interrupting returning players
- Add orange highlight to Colony/Allocation Focus pills when their setting
disagrees with the advisor's recommendation (recommendColonyFocus/
recommendAllocationFocus)
Introduce `VegaCombatV2.js`, a parallel headless combat engine that simulates
individual ships (not stack aggregates) in continuous time rather than discrete
rounds. Ships have per-hull `sizeScale`, `sizeSpeedMult`, and `turnRateBase`
fields; every entity tracks its own cooldown, position, facing, and angular
momentum. Damage and movement are banked per-tick to preserve fairness.
Accompanying files:
- `VegaCombatViewV2.js` — zoomable/pannable Phaser view with parallax starfield
- `VegaCombatCamera.js` — cursor-anchored zoom + drag-to-pan (listener cleanup
on destroy to avoid stacking across battles)
- `VegaFormations.js` — formation strategy plumbing (chosen per side, not yet
read by movement/targeting)
- Hull-specific destroy audio cues and vega buildings art
Wired behind `?movsim`'s Live/V2 toggle in `VegaCombatSim.js` — the live engine
and all real player battles are untouched.
Also fixes several latent bugs discovered during the rewrite:
- Trap 26: simultaneous wipe-out now checks draw before single-side wins
- Trap 27: movement is banked (two-phase) like damage
- Trap 28: weighted-random targeting tames chaotic nearest-neighbour sensitivity
- Trap 29: fleet gap clamped to 85% world width to prevent starvation
- Trap 30: `RANGE_EPS` tolerance prevents steering-induced standoffs
See `docs/mastervega-build-plan.md` for full design notes.
Move vega audio files into assets/fx/vega/ subdirectory and register them via
assetManifest.js. Add weapon and missile sound cues banded by ship Mark, with
staggered playback in VegaCombatView to prevent audio clipping during barrages.
Wire up two previously inert tech effects in combat:
- Stealth Field (cloaked): applies a flat accuracy malus via cloakEvasion rule.
- Black Hole Generator (singularity): adds passive shield pierce via
singularityShieldPierce rule on every weapon fired by the design.
Update tech descriptions, ship detail display, and designFor() to reflect
these effects. Fix a bug where singularity was never copied into the design
object.
Add vega-endturn cue to End Turn / Next Round buttons (no-op when busy),
remove hardcoded audio loads from PreloadScene, and add verification tests
that isolate each flag with A/B battle comparisons.
- Introduce Colony Focus: a per-colony autopilot that auto-queues one
building/ship per turn when the queue is empty. Supports seven modes
(manual, improvement, research, fleet, growth, trade, defense) with
cost-aware affordability checks matching AI behaviour.
- Add Allocation Focus: one-time slider presets (default, research,
growth, production, military) that bulk-overwrite channel allocations.
- Refactor colony view flyout into a shared drawer supporting queue,
colony focus, and allocation focus modes with in-place swapping.
- Replace "Built here" text with hoverable building icon row and
tooltips on the colony screen.
- Add per-species audience music tracks and diplomacy music ducking when
seeking/planning an audience.
- Add sound effects for star selection, zoom in/out, and colony view
opening.
- Back-fill `focus: 'manual'` on old saves for forwards compatibility.
- Add verification tests exercising each focus mode in isolation.
- Implement 10 manual save slots with metadata (turn, year, empire, species, date)
- Add ☰ game menu button with Save, Load, Return to Main Menu, and Quit to Arcade
- Replace generic sounds with 7 custom Vega sound effects (select, build, close,
newturn, unit, view, warp)
- Introduce uiClick() helper to standardize click sound across all modal screens
- Update research video paths for umbrix and rrashaa species
- Refactor button handlers in all Vega screens to use uiClick() pattern
- Save/load uses scene restart via pendingSavedState for clean HUD/map teardown
- Add scaling leader hire costs based on number of leaders already owned (costScalePerOwned: 0.5), making it progressively more expensive to hire multiple leaders and preventing cheap roster stockpiling
- Add leaderHireCost() function in VegaLogic.js to calculate scaled hire costs
- Add unassignLeader() function to allow removing leader assignments
- Update AI in VegaLeaders.js to use dynamic pricing when deciding to hire leaders
- Add research videos for ursaal, kkrix, and mekhan factions
- Enhance leader screen UI with:
- Dynamic cost display reflecting current scaling
- Fleet labeling showing ship composition and location
- Assign/Reassign buttons with list picker for colonies (admins) and fleets (captains)
- Unassign button for posted leaders
- Better location display for assigned leaders
- Add full diplomacy subsystem: tiered gifts (BC payments with diminishing returns), trade agreements (passive BC income, coexists with treaties, cancelled on war), and espionage mission toggles (Off/Steal/Sabotage) in the Audience screen.
- Implement whole-galaxy diplomacy passes: border and fleet proximity tension, fleet intrusion tracking with escalating penalties and force-opened Audience complaints, and "enemy of my enemy" attitude triangulation.
- Update Audience screen UI with new action buttons, gift picker, intelligence toggle, and species-specific chat dialogue for all diplomacy events.
- Add research choice prompts for ambiguous tech frontier picks, surfaced before the turn report.
- Improve star map: Delaunay triangulation for controlled-space range darkness, staggered docked fleet markers, expanded pan slack to clear UI chrome, and zoom-aware colony info labels.
- Backward-compatible save serialization for new diplomacy fields.
- Add comprehensive test coverage for all new logic, chat completeness, and AI soak validation.
- Introduce VegaResearchChoiceScreen for ambiguous tech selections: when
a player completes research that opens a 2+ way choice rung, they're
prompted before the turn report to pick their next technology.
- Add VegaDelaunay.js (Bowyer-Watson Delaunay triangulation) and use it
in VegaStarMap to draw "controlled space" corridors/fills between the
player's own colonized stars instead of a blanket radius.
- Improve star map UX: stagger docked fleet markers per-star, add
PAN_SLACK so edge stars can be dragged out from under the side panel,
and show colony info bars at mid-zooms with text only at near-zoom.
- Add `closable` option to modalShell so forced-choice screens can
suppress the ✕ button.
- Export buildVideoPanel from VegaResearchScreen for reuse by the new
choice screen.
- Update artwork JSON: rrashaa and cerebrai audience videos now use
species-specific clips; add intro-human.mp3 and new video assets.
- Add tests for openResearchChoices and pendingResearchChoices filtering
logic in verifyMasterOfVega.js.
- Add 21 new alternate techs across all 6 fields (computers, construction,
forcefields, planetology, propulsion, weapons), using icon frames 78-96
- Set research video paths for human and kestrelli species
- Expand tech sprite sheet from 8 to 10 rows to accommodate new frames
- Add fieldTechLevel() to VegaLogic: displays per-field level as highest
known tier × 5 plus extra known techs below the frontier
- Display field level in research screen headers
- Add verification tests for 3-way branching rungs, fieldTechLevel calculations,
and refine availability roll tests to measure unbranched rungs only
- Replace vertical "research ladder" list with a visual tech tree rendered as
connected node badges showing prerequisites and branch structure
- Add `initialField` parameter to `openResearchScreen` to open on a specific
category instead of always defaulting to the first one
- Add "View Research" shortcut button on turn report when a tech completes,
jumping directly to that field
- Add Cerebrai species research video (research-cerebrai.mp4)
Introduce colony naming with a 50-name bank per species, shuffled
per-empire and displayed as defaults in naming prompts. Colony names
now appear across all UI layers (star map, side panel, colony view,
system view) with the astronomical designation as fallback.
Add three pure-flavor conversation topics to diplomacy: "Their People"
(neutral+), "Their Homeworld" (friendly), and "A Story" (friendly).
Each diplomacy-capable species receives unique lore-rich responses
(3 variants each) reflecting their culture, homeworld, and history.
Other changes:
- Switch ursaal videos from generic "human" assets to species-specific
- Widen diplomacy buttons to 200px; add auto-shrink for long labels
- Add ±5 population transport buttons to colony view
- Validate colonyNames (50+ entries, no duplicates)
- Enforce minimum lore variant counts in verification
- Add colony info layer showing per-empire colony rosters (name, orbit, pop)
stacked up-left of colonized stars with colored bars and connector lines
- Change "Range as light" to "Explored as light": reveal only actually
explored stars (not fuel-reachable) with smaller 1.1pc radius
- Extract VegaTechEffects.js with human-readable descriptions for all
tech effects, replacing raw key/value dumps in turn report
- Expand building unlock rows to include building descriptions
- Reorganize ship completion rows: hull icon and commander portrait now
display below the full-width synopsis instead of beside it
- Bump zuma level 8 config to level 21 "Sun Cove" with new path and params
Replace the eager `ensureAudienceVideos()` warm-up (which loaded all three
mood clips per species upfront) with on-demand JIT loading — only the mood
about to be shown is fetched. This saves several megabytes per species since
most conversations never cycle through all moods.
- Remove `ensureAudienceVideos()` and its call in `openAudienceScreen()`
- Load each mood clip only when `show()` is first called for that mood
- Show a letterboxed placeholder for the very first clip until the fetch lands
- Keep whatever is already on screen while a new mood loads in the background
- Add `destroy()` guard to prevent in-flight fetches from mutating a torn-down
container when the audience screen is closed
Also ship the dedicated Kestrelli audience clips (angry, neutral, happy) to
replace the previous human fallback videos for that species.
- Add Colony Transport ('poptransport') hull, dispatched directly in transit
from a Send Population order rather than built from the queue. Shares the
Troop Transport's hull art and uses the colony ship's commander clip.
- Implement VegaLogic sendPopulation/deliverPopulation flow: clamped to
maxSendablePopulation (leaves 0.5 floor), creates poptransport fleet
immediately, auto-delivers on arrival capped at destination max pop.
- Add Send Population button and overlay picker in colony view with
destination list, ETA display, amount dial, and MAX button.
- Log populationSent/populationDelivered events in the turn report.
- Refactor VegaAudience mood visuals to play-once-and-hold-last-frame with
a clickable replay badge, mirroring VegaColonyIntro's video contract.
- Seed human audience mood clips (angry/neutral/happy) into artwork config
as placeholders for all diplomacy-capable species.
- Add verification tests for poptransport mechanics and video aliasing.
- Rewrite contact detection from proximity-based (parsec-range) to
star-scoped: empires now meet by sharing a system (colonies or fleets),
making first-contact a visible event rather than a silent background
check.
- Add full-screen Audience interface (VegaAudience.js) with species-specific
mood videos (or letterboxed portrait fallbacks), a typewriter chat log,
and contextual action buttons. Auto-opens on first contact via a queue
system in MasterOfVegaGame.
- Add VegaChat.js with unique dialogue pools for all 9 diplomacy-capable
species across 18+ situations (first contact, peace/alliance offers,
war declarations, tech trades, accept/reject responses, etc.).
- Introduce held diplomacy offers: AI proposals to the human are queued
(pendingOffers) instead of auto-resolved, with player Accept/Reject
buttons in the Audience screen and automatic expiry after 6 turns.
- Add audienceVideos config and JIT-loading infrastructure in VegaArt.js.
- Add ship videos for kkrix and mekhan species.
- Simplify openDiplomacyScreen to a single "Seek Audience" button.
- Fix colony view to filter out 'starbase' from building display list.
- Add comprehensive verification in tools/verifyMasterOfVega.js for
contact system, held offers, chat completeness, audience videos,
and serialization of new state fields.
- Remove obsolete contactRange rule from mastervega-rules.json.
Replace the turn-report "New Turn" popup row with a cinematic vignette that
plays the moment the player plants a colony: the soundtrack ducks, the world's
1920×1080 backdrop fills the screen, a 960×544 clip of this world being settled
plays in a framed window, and the founding numbers are read out underneath.
Key changes:
- Add `colonyVideos` block (15 clips, one per colonisable planet type) to
artwork JSON; clips are fetched just-in-time via ensureColonyVideo() when a
colony ship reaches a settleable world, keeping the set (~19 MB) out of the
eager manifest
- Add `vega-colony-cue` audio to the eager manifest for the founding soundtrack
- Remove `colonised` from NOTABLE_TYPES and TYPE_LABEL so the event is no longer
announced twice (once in the vignette, once in the turn report)
- Add `sourceWidth()` guard in VegaArt.js to fix a Phaser Video placeholder
width bug exposed by the non-square 960×544 colony clips (2.5× scale issue)
- Apply `sourceWidth()` to portrait and commander video scaling paths as well
- Add depth entry `intro: 78` to VegaScreens.js for the vignette overlay
- Add section 6b to the verifier: checks manifest exclusion, key conventions,
sourceWidth() behavior, turn-report classification, and colony stats
See build-plan trap #23 for the full sourceWidth() explanation.
- Add human ship spritesheet (ships.png) and increase frame size to 192x192
- Add jungle world background texture (world-jungle-01.png)
- Add human ship animation videos (scout, frigate, destroyer, cruiser,
battleship, transport, colony)
- Enable species card selection with required choice before starting game
- Disable "Begin" button until a species is selected
- Add title logo breathing animation and light sweep effect on landing screen
- Reposition title and start button on landing layout
Move colony management (sliders, build queue, catalogue) from the
system-view modal into a dedicated full-screen colony view
(VegaColonyView.js). The system view now inspects worlds read-only
with a "View Colony" button to open the management screen.
Key changes:
- Add VegaColonyView.js with colony screen, build queue flyout,
scrolling catalogue, allocation sliders with padlocks, and
planet-type backdrops
- Add world backdrop artwork support (1920×1080, one per planet type)
declared in mastervega-artwork.json worldBackgrounds
- Add headless queue helpers to VegaLogic.js: collapseQueue,
moveQueueRun, colonyBuildRate, queueEtas, enqueueMany
- Fix star map pointer blocking (drags no longer pan map through modal)
- Move ORBIT constant to VegaScreens.js, add D.colony depth layer
- Update docs (build-plan, sprites) and verification suite
The colony screen stacks over the system view without requiring a
second modal, hiding the system layer and pausing the orrery while
open.
- Add video, still, and procedural three-tier portrait system for all 10 species
- Add species-specific speech clips and UI voiceover (SpeechQueue integration)
- Add landing screen with New Game / Resume / Return to Arcade buttons
- Add species detail pop-over with animated expand/collapse and auto-introduction
- Add game-specific soundtrack (masterofvega-music.json, 4 tracks)
- Add video asset type support in assetLoader and PreloadScene
- Add portraitVideos and portraitStills sections to artwork manifest
- Add verification for portraits, speech clips, and music tracks
- Update sprites.md with documentation for new assets and filenames
Introduces Master of Vega, a turn-based 4X strategy game built on MOO1 rules with MOO2 conveniences. The implementation features a fully headless, deterministic engine (VegaLogic) with zero Phaser dependencies, enabling complete Node-based verification (809 checks) and reproducible galaxy generation via mulberry32 RNG.
Key features:
- Preset ship hulls with an auto-refitting Mark system and provably monotonic knapsack loadouts.
- Tactical grid combat with banked damage resolution to eliminate first-strike bias.
- Galactic Council diplomacy, stalemate-breaking, and invasion forecasting.
- Drop-in artwork compatibility with procedural stand-ins for all spritesheets.
- Hireable leaders (admin/captain) and colony building queues.
Architecture splits cleanly into headless modules (GalaxyGen, Logic, AI, Combat, Diplomacy, Ships, Leaders) and a render tier (StarMap, SystemView, CombatView, Screens, Nebula, Art, Fx). A comprehensive build plan documents 19 architectural traps discovered and resolved during development.
Registers the game in the registry, asset manifest, preload scene, and soundtrack service. Includes tools/verifyMasterOfVega.js for automated rule validation, art verification, economy balancing, and AI self-play soaking.
Introduce a second detection layer independent of line-of-sight vision.
Radar buildings (Radar Tower, Advanced Radar) provide coverage that reveals
unit positions through fog as contacts, while Radar Jammers can blind enemy
radar within range without affecting normal sight.
Key changes:
- Add three sensor buildings: Radar Tower, Advanced Radar, Radar Jammer
- Implement computeRadar() with jamming logic and stampDisc() optimization
- Add isDetectedBy() for radar contact detection
- Draw radar contacts as green diamond blips in WorldView
- Show radar contacts as neutral green pips on minimap
- Expand build grid to 2 rows and artwork sheets to 4 rows
- Refuse repair orders on airborne units; builders stop chasing airborne targets
- Add validation for radarRange and jamRange in rules compiler
- Update sprites.md documentation and add comprehensive tests
Introduce a two-layer domain system (ground/air) that separates units into
independent simulation layers. Air units ignore the nav grid, never collide
with ground units, and can only be targeted by weapons listing "air" in their
targets. Hover units gain water-crossing ability via the move class cost table.
New content:
- Fighter (air interceptor with AA cannons)
- Bomber (ground-attack aircraft with bomb rack)
- Hover Constructor (water-crossing builder)
- Airfield (produces all three air units)
AI gains air superiority management: interceptors hunt enemy aircraft instead
of joining ground pushes, and the production mix auto-counters observed enemy
air. Ground anti-air (rocket troopers/tanks) also gain targeting weight.
Rendering adds a dedicated depth band for aircraft above all ground actors,
plus a displaced shadow sprite for altitude perception. HUD tooltips display
domain and weapon targeting information.
Validation ensures domain/moveClass agreement, requires at least one anti-air
weapon when air units exist, and excludes air classes from corridor generation.
Comprehensive test fixtures cover domain separation, collision, splash, and
order handling.
feat(zuma): redesign level 7
feat(shift): add 9 new artwork pieces
chore: remove Worms game entirely
- Goo Tower: introduce `asleep` state for pile balls. Asleep balls ignore physics/wandering and cannot be picked up until they gain a clear line of sight to an attached structure. Adds zZzZz visual, editor toggle, auto-play filtering, and logic tests.
- Goo Tower Lvl 9 & Zuma Lvl 7: completely redesigned terrain, ball/pile positions, and pipe placement.
- Shift: register 9 new artwork pieces.
- Worms: remove all source files, assets, verifier, build docs, and game wiring.
Add new shift-themed artwork images (cat-on-tiger, flying-over-the-city,
japanese-road, octo-mecha, paris-in-rain, steampunk-sky-city, tiger-warrior)
and register them in shift-artwork.json. Update game-icons.png and .psd.
Add optional background image to the worms game mode select screen.
The image is loaded via asset manifest and displayed behind UI elements.
Reposition buttons to accommodate the new background layout.
Add Worms (inspired by Worms Armageddon) as a new arcade game with:
- **Procedural terrain** — seeded Island and Cavern generation, full destruction via `carveCircle`, girder placement, ROCK immunity
- **Bespoke physics** — worm locomotion (walk, jump, backflip, ballistic flight, fall damage), projectile simulation with wind/bounce/homing, ninja rope with corner wrapping, explosion geometry with linear falloff
- **16 weapons** — Bazooka, Grenade, Cluster, Shotgun, Uzi, Fire Punch, Dynamite, Mine, Air Strike, Homing Missile, Holy Hand Grenade, Blowtorch, Girder, Teleport, Ninja Rope, Skip Go (+ Surrender)
- **Match rules engine** — 45s turns, retreat phase, sudden death with rising water, crates, mines, oil drums, chain reactions, deterministic hash-based state
- **8 themes** — Forest, Desert, Farm, Hell, Arctic, Jungle, Construction, Space with full procedural palettes and drop-in art hooks (`data/worms-artwork.json`)
- **Phaser scene** — mode select, quick match setup, camera, HUD, weapon panel, slingshot aim, 2-player hotseat
- **Headless verifier** (`tools/verifyWorms.js`) — 207 checks across terrain, physics, weapons, and match logic; deterministic through the sim
- **Wiring** — registry (iconFrame 92), main.js scene registration, slug dispatch, asset manifest resolver, preload
Also updates `level-008.json` with new solid/spike geometry, additional balls and strands, and repositioned pipe.
Remove the entire Angry Birds implementation including physics solver,
game logic, Phaser scene, level data, verification tool, and registry
wiring. Also delete the build-plan documentation.
Meanwhile, upgrade Goo Tower rendering: spikes now have faceted steel
teeth with dynamic lighting, rust speckling, and twinkling glints;
lava features layered heat gradients, animated flow streaks, and
rising bubbles. Update gootower levels 6-7 and zuma level 6.
Replace the "ride the rim" gear mechanic with instant ball destruction on
contact. Update hazardAt(), resolveTerrain(), and all related tests.
Redesign level 5 ("Watch Out") and level 6 with new terrain layouts
featuring gear hazards, updated ball/pipe/pile positions.
feat(shift): paginate artwork selection and reveal on completion
Add page navigation to artwork cards when there are more than one page,
and fade in the completed artwork over the puzzle after winning.
chore: add 9 new Shift artwork entries
- Add gear.png and pipe.png sprite assets for GooTower
- Replace procedural drawGears() with rotated sprite instances for better performance
- Replace procedural drawPipe() with sprite art and separate procedural glow overlay
- Add patchy grass strips along top-facing terrain edges with variable depth and two-tone coloring
- Add mottled dirt texture pass clipped to polygon bounds
- Introduce helper functions (hash01, topFacingEdges, pointInPoly) for texture rendering
- Update asset manifest to include new gootower images
AngryBirdsLogic.js layers the game onto the Wave 0 solver: wood/stone/ice
plus TNT with distinct density, friction and fragility; damage as a health
model with crack stages rather than instant shattering; all 8 birds with
one ability per shot; scoring, stars, win/lose, and a stepSim -> events[]
contract the scene replays as FX.
The load-bearing discovery is that damage must read approach velocity, not
the solver's accumulated normal impulse. The accumulated value carries the
static load of everything stacked above: measured 3.4e5 at the base of a
10-block stone tower, above the threshold that should shatter wood. Wiring
damage to it makes tall towers quietly crush themselves at rest, and it
reads as a level-design bug rather than a physics one. prestep now also
publishes contact.impactImpulse — the momentum needed to stop the approach,
zero at rest by construction. Resting fell to 2.4e4 against real hits of
1.9e5 to 2.7e6, and the whole material table was calibrated by measurement.
AngryBirdsGame.js maps the 2400x1080 logical level through fixed sx()/sy()
helpers at scale 0.78 rather than zooming the camera, which keeps HUD text
in plain screen coordinates. Slingshot drag, ghost trails of previous
shots, level select, star tracking and progress persistence are in. A
follow-camera is deliberately deferred to Wave 5 — it is pure presentation
and cannot be validated headlessly.
Six starter levels ship as the Poached Eggs opening. All stand unaided,
none damage themselves on load, and a greedy aim sweep clears every one.
Registered as slug angrybirds, iconFrame 92, under Video Games.
tools/verifyAngryBirds.js -> 114 checks green. Peggle (909) and Excitebike
(620) still pass; Goo Tower's 2 failures are pre-existing and unrelated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M1wNRvLLtyfCDAET7oYouf