- 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
- 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.
- 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.
- 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 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.
- 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.
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
- Generate 60 levels across 5 themed tiers (Downtown, Freight Yard, Airport Apron,
Construction, Night City) with guaranteed minimal and unsolved board states
- Rewrite generator (tools/genRushHour.js) with refine() pipeline that strips
redundant vehicles and re-hardens boards, plus hill-climbing phase B
- Add comprehensive verifier (tools/verifyRushHour.js) checking solver correctness,
structural criteria, MINIMAL/UNSOLVED properties, and curriculum shape
- Implement procedural vehicle art (RushHourArt.js) with baked textures, per-theme
decals (hazard, hivis, freight, neon), and themed board surfaces
- Move level bank to assets/gamedata/rushhour/levels.json and fetch on entry
instead of preloading at boot
- Restructure level JSON with tiers, level names, par, and difficulty metrics
(decoyDensity, targetRetreats, firstMoveFanout, carsMoved)
- Update level select to display tiers with themed swatches and color-coded labels
- Show level name and theme in HUD during gameplay
- Tighten hint solver with maxStates budget to prevent main-thread stalls
- Update PreloadScene to remove rushhour.json from boot-time assets
- Replace drawn ball textures with 32-frame rolling cycle + fixed specular
highlight, so marbles visibly rotate as they travel along the path
- Switch from Phaser Containers to a Layer for proper depth-sorted rendering
- Replace hand-drawn frog with assets/images/zuma/frog.png sprite sheet
(2 frames: base disc + slotted overlay for the mouth)
- Add ZumaEditor (/?zuma-editor=1): drag/insert/delete path points, move
frog, tune parameters, test-play, export bank or single level
- Increase BALL_RADIUS 24→32, BALL_SPACING 48→64, and rebalance all tuning
constants (catchup/pullback speeds, explosion radius, frog clearance)
- Extract geometry lint (validateLevel, validateLevelParams) into ZumaLogic
so genZuma.js, verifyZuma.js, and the editor share identical rules
- Rewrite genZuma.js with a Pen class (straights + circular arcs at uniform
STEP=70px) to avoid Catmull-Rom overshoot; regenerate all 20 levels
- Update verifyZuma.js aimbot soak: 8 seeds/level, ≥80% bank clear rate,
star curve calibrated above mechanical play
- Update level data: new coordinates, adjusted quotas/speeds/colors/scores
- Add new background images (background-01.png, background-02.png)
- Add background image to Zuma title screen with solid color fallback
- Add new depth layer for background rendering (D.bg)
- Style progress text with semi-transparent background rectangle
- Reposition game buttons grid lower on screen for better visual balance
- Register zuma-menu-bg asset in manifest for lazy loading
- Add Advance Wars and Zuma image assets (background, frog sprite)
- Add custom background image for Jewel Quest menu screens
- Remove redundant title/subtitle text from Jewel Quest class and level select screens
- Reorganize Jewel Quest UI layout with improved positioning and semi-transparent text backgrounds
- Update Jewel Quest level select grid and status text positioning for better visual hierarchy
- Add background backdrop to Shift game "Choose Your Image" title for improved readability
- Add background image support for Shift game menu screens
- Remove redundant title/subtitle text in Shift difficulty select
- Add nuclear explosion SFX for Total Annihilation commander deaths
- Extend _throttledSfx to support optional volume parameter
- Add gootower-bg to asset manifest
- Replace drawSky() with drawBackground() method that renders the background texture
- Display background when entering play mode
- Register 'chinese' music override for mahjong and mahjongmatch in soundtrack config
- Preload chinese-music.json in PreloadScene
- Lazy-load Chinese music assets via asset manifest for both games
- Update game scenes to use getGameSoundtrack() with volume support
- Update mahjong match background images (01, 02)
- Add background images for Bejeweled Blitz and Peggle menu screens
- Update asset manifest with new bg-bejeweled and bg-peggle-menu textures
- Bejeweled: use new background with fallback to existing bj-bg
- Peggle: replace title/subtitle text with custom background image
- Adjust Peggle progress text position to top-right corner
Idle builder units now automatically repair damaged allied structures
and units within their build range. A priority system ensures defensive
buildings are repaired before factories and other buildings. Auto-heal
orders are marked as non-player-assigned so explicit player orders
always take precedence. Builders can re-prioritize targets on a
retargeting cadence, similar to combat target acquisition.
Includes visual asset updates for TA arm and core units/structures.
Adjusts test to isolate passive self-heal from the new auto-heal mechanic.
Introduce three new entities:
- Rocket Trooper: anti-armor infantry with shoulder-mounted guided rocket
- Constructor: unarmed tracked builder to replace lost commander build capacity
- Advanced Vehicle Plant: 4×4 factory with doubled production bays
Update AI composition weights and counter logic for the new units. Fix
byDef map to use Object.create(null) so the "constructor" key doesn't
shadow Object.prototype.constructor and silently poison gap calculations.
Add procedural art shapes for all three, register proc shapes in TARules,
update sprite frame assignments, and add core-structures assets.
- Add TA-specific sound effects (machinegun, 50cal, rocket variants, unit/vehicle loss)
- Add background artwork and update core-units sprite sheet with correct path and dimensions
- Introduce pintle gun weapon with burst fire mechanics
- Switch weapon sounds to TA-themed audio; support sound arrays for random variant picking
- Add impactSound field to projectile weapons, propagated through sim events
- Reduce unit build times and increase structure HP for better pacing
- Enable idle breathing/rotation animations on resource generators
- Replace solid-color backdrop with painted background image on main menu
- Fix camera state cleanup so menus render correctly after gameplay
Bloxorz:
- Rewrite renderer with axonometric projection, rigid 3D box rolling, and continuous face shading
- Introduce new tile types: heavy switches (standing-only), soft switches, hold pads, fragile ground, split cubes, and teleporters
- Redesign all 36 levels using hand-authored ASCII maps in the generator, organized into six progressive acts
- Add design gates to verify solvability, mechanic necessity, and difficulty progression across acts
- Improve input handling with a directional compass, WASD/arrow key resolution, and smooth teleport/fall animations
- Update tutorial to document new mechanics and tile behaviors
Total Annihilation:
- Extend unit/building sight range to cover weapon max range + 2 tiles for improved fog visibility
- Implement crossfade between wireframe and finished sprites for building construction
- Switch to full-color assets by removing army tinting, and update artwork JSON paths/sizes
- Adjust weapon stats (damage, reload times) in rules
- Update sprites documentation to reflect the new visual pipeline
- Add Bloxorz as a new logic game with tutorial support
- Register Bloxorz in games registry, main scene, and game room dispatch
- Preload bloxorz.json artwork data in PreloadScene
- Fix arm-structures artwork path and frame dimensions for Total Annihilation
- Balance Total Annihilation weapon stats:
- Increase tankgun damage (95→145)
- Decrease rocketpod damage (130→80)
- Decrease towerlaser damage but increase fire rate (62→52, 1.4→0.4s reload)
- Decrease towermissile damage but increase fire rate (175→135, 4.5→1.5s reload)
Add a complete Total Annihilation clone including:
- TotalAnnihilationGame.js: Main scene with fixed-step loop, input handling,
camera controls, selection, orders, and match lifecycle
- TAHud.js: Resource strip with flow rates, selection info, build/production
grid, minimap with fog of war, and toast notifications
- TAScreens.js: Main menu, skirmish setup, campaign list, pause menu, and
victory/defeat results
- totalannihilation-campaign.json: 6 hand-authored campaign missions with
escalating difficulty (skill 1→5)
- tools/genTACampaign.js: Campaign generator that bakes terrain from the
seeded map generator
- tools/verifyTotalAnnihilation.js: 13-section end-to-end test suite covering
rules integrity, artwork, economy, pathfinding, combat, fog of war,
map generation, serialization, AI skill ladder, and campaign winnability
- tools/lib/taStubScene.js: Minimal Phaser stub for headless testing
Engine improvements:
- TALogic.js: Swept projectile collision (no tunneling), quadratic AoE
falloff, manual weapon support (D-Gun), unrecoverable elimination, onTick
callback for AI stepping
- TAAI.js: Skill-based economy ladders, simultaneous factory+economy growth,
sticky focus-fire, home defense gating by skill, tune/profile overrides
- TANav.js: fitField dilation for unit clearance, stale fit mask invalidation
- TAWorldView.js: _addWorld for layer ordering, frame-accurate zoom anchor
math, container depth sorting every frame
- TARules.js: autoRangeOf excludes manual weapons, manual flag compilation
Art & data:
- Mayan civilization artwork added to civilization-artwork.json
- Several opponents switched to mayan citySheet
- totalannihilation-rules.json: balanced unit stats, new commanderlaser weapon,
restructured AI skill tuning, formatted JSON
- sprites.md: complete art spec for drop-in PNG sheets
- Registered in gamesRegistry, assetManifest, PreloadScene, GameRoomScene,
and soundtrack service
- Add CivilizationCityMap.js: draws the 21-tile fat cross in the city screen
with terrain, specials, city sprite, pips, borders, units, and veiled tiles
- Replace fixed 28-row build list with a scrollable window; add shield cost
and turn-estimate annotations per build choice
- Add garrison display: fortified units shown as clickable roundels
- Refactor tileYield() to accept a `notes` array that records each rule's
delta, enabling accurate tooltips that can never drift from engine math
- Extract paintTerrainDiamond() and specialColor() from CivilizationMapView
so the city map and main map share identical rendering
- Add cityCentreYield() enforcing the 1-shield/1-trade market-economy floor
- Add cityTileStatus() for consistent worked/idle/taken/offmap classification
- Add describeCityTileTooltip() with terrain title, yield breakdown, missing
improvement explanations, and status line
- Wire improvementSheet and iconSheet paths in civilization-artwork.json
- Add comprehensive verifyCivilization checks for yield notes, centre floor,
tile status, tooltips, and build list capacity
Introduce active diplomacy where rival leaders approach the player with
requests, demands, trades, and gifts rather than passively waiting.
New CivilizationDiplomacy.js module handles:
- 9 request kinds (joinWar, breakTreaty, borderUltimatum, demandGold,
demandTech, techTrade, ceasefire, peace, alliance) with initiative
tiers so urgent calls to arms aren't drowned out by filler offers
- Cooldowns per (leader, target, kind) plus a per-leader gap so a
leader can't spam different requests to bypass rate limits
- Frustration grudge (0-100) raised by refusals, decaying each turn
and dragging attitude toward hostility through the ordinary war path
- Escalation: frustrated leaders demand compensation, then renounce
treaties at breaking point, with ordinary hostility finishing the job
- Border ultimatum promises checked when pledges expire (double penalty
for broken word)
- Unprompted gold/tech gifts from leaders with high attitude
- Staleness validation so requests the world invalidated are dropped
- AI-to-AI requests resolve immediately through the same pipeline
UI changes:
- AI requests queued on state.pendingRequests, presented via audience
popup at the start of the human turn (one per turn, configurable)
- Diplomacy screen shows ACCEPT/REFUSE with consequence hints until
answered; unanswered requests lapse with half-weight penalties
- New event types: treatyRenounced, pledgeBroken/pledgeKept, aiGift
- Leader dialogue for demands, refusals, gifts, and renouncements
- Tetris Attack menu gets a title art backdrop
Data/infra:
- diplomacyRequests tuning in civilization-rules.json (thresholds,
cooldowns, attitude weights, per-request config)
- Frustration, requestCooldown, lastRequestTurn, pledges fields on
civ state — all backward-compatible with old saves
- Full verification suite covering eligibility, resolution, cooldowns,
frustration arc, serialization, and fuzz testing
- Add japanese-themed city sprite sheet (PNG + PSD) and register in artwork config
- Switch several opponents to cyberpunk or japanese city themes
- Fix hut badge stale display by including tile coordinates in hut events and
repainting affected tiles immediately via repaintFromEvents
- Replace diagonal lattice world generation with hash-based jittered grid:
* Shield grassland now uses balanced 2x2 blocks hashed per position to remove
visible screen-space banding while preserving 50% density
* Special resources placed on jittered blocks with adjacency avoidance,
eliminating clumping and barren regions
- Update sprites.md paths and status markers to reflect completed sheets
- Expand verifyCivilization checks for shield density range and special placement
quality (no adjacency, balanced windows, no screen-column alignment)
- Update Tetris Attack dialogue with control instructions and typo fixes
- Implement per-character voice clip system (match, supermatch, win, lose) that
loads lazily per round and falls back gracefully when clips are missing
- Queue voices to play after arcade cues, with intelligent interruption handling
so only one line plays at a time
- Rename ensureRoundBackgrounds to ensureRoundAssets to handle both images and audio
- Reduce background music volume from 0.8 to 0.4
- Update character sprite sheet and document voice clip structure in sprites.md