- Rewrite Kohr-Ah guidedBlades: one-shot-per-press with blades that fly
straight while held, then slow and become homing mines near enemies;
blades persist indefinitely and cap at 8 live (oldest recycled)
- Add bladeFireHeld tracking and canFire/tick hooks for blade cooldown
- Update AI to tap fire for Kohr-Ah blades instead of holding
- Reduce PLANET_GRAVITY from 1.6e6 to 1.1e6 for better slingshot physics
- Add dark outline pass under road/rail lines in Civilization map for
better visibility against light terrain
- Add bottom-right status log panel with scrollable entries, word wrap,
mask clipping, and mouse wheel scrolling; cap at 60 entries
- Replace toast popups with announceStatus() for major events (war, tech,
first contact, city founded, trade routes, huts) — centered modal with
CONTINUE button that animates into the log; supports queued popups and
custom onDismiss callbacks (e.g. first contact opens diplomacy)
- Add smooth panToTile() tween for camera movement when selecting next unit,
refactored clampPan into panBounds() reused by both clamp and tween
- Add classic city sprite sheet (civilization-cities-classic.png) and
register it in artwork JSON and asset manifest
- Replace circular civ rings and selection ring with isometric ellipses
matching the 2:1 tile ratio for better depth reading
- Paint tile neighbors in ascending c+r order during repaintTileAndNeighbors
to prevent tall features from being overwritten by lower-sum neighbors
- Stop panTween on pointer down to avoid conflict with manual dragging
- Add bottom-right status log panel with scrollable entries, word wrap,
mask clipping, and mouse wheel scrolling; cap at 60 entries
- Replace toast popups with announceStatus() for major events (war, tech,
first contact, city founded, trade routes, huts) — centered modal with
CONTINUE button that animates into the log; supports queued popups and
custom onDismiss callbacks (e.g. first contact opens diplomacy)
- Add smooth panToTile() tween for camera movement when selecting next unit,
refactored clampPan into panBounds() reused by both clamp and tween
- Add classic city sprite sheet (civilization-cities-classic.png) and
register it in artwork JSON and asset manifest
- Replace circular civ rings and selection ring with isometric ellipses
matching the 2:1 tile ratio for better depth reading
- Paint tile neighbors in ascending c+r order during repaintTileAndNeighbors
to prevent tall features from being overwritten by lower-sum neighbors
- Stop panTween on pointer down to avoid conflict with manual dragging
Introduce civTraits data structure with 8 traits (scientific, industrious,
commercial, philosophical, zealous, mercantile, pioneering, wealthy) that
provide science/gold/shield multipliers, starting gold, and starting
technologies. Assign each opponent a trait in opponents.json.
- Apply trait bonuses to starting gold and grant starting techs during
game creation in CivilizationLogic
- Route trait multipliers into cityYields for science, gold, and production
- Add a leader detail panel to the setup screen showing name, trait name,
and description, updated live when selecting leaders
- Add validation for civTraits in CivilizationRules (multipliers positive,
starting techs valid, etc.)
- Add verification tests for trait application and city yield multipliers
- Nudge unit sprite position 5px down for better tile alignment
When a city cannot complete a build (e.g., size < 2 for settlers),
shields were accumulating past the build cost, showing confusing
values like "60/40 shields" or negative turn counts.
- Cap shieldBox at buildCost each turn in processCity
- Clamp displayed shields to min(shieldBox, cost) in city screen
- Add tests verifying shield capping and stalled build completion
- Capture attacker/defender snapshot (id, civ, type, start position) in
combat events so the UI can reconstruct them after resolution
- Add `animateCombat()` that plays sequential lunge/retreat animations for
each combat, death flash/shrink for the loser, and optional victory glide
for unopposed winners stepping onto the cleared tile
- Add `animateUnitsAlong()` to glide AI civ units between before/after
snapshots, enabling the same "resolve now, animate after" pattern for
AI turns
- Track unit containers in `unitContainers` map for lookup by unitId
- When player unit encounters combat mid-path, animate the peaceful leg
first then play the clash
- Add `collectNewCombatEvents()` to pick up and mark consumed combat events
- Add `isTileVisible()` helper for filtering AI combat to visible tiles
- Update tests to verify advance-after-kill and combat event shape
- Add civilization-units.png sprite sheet (64×96 frames with 32px headroom)
- Animate unit movement along paths with smooth gliding after resolving logic
- Add city founding name prompt modal with TextInput and Enter/Escape support
- Support zoom-to-mouse-position via wheel, with extended zoom levels
- Flash-pulse End Turn button when no units have remaining movement
- Fix banner rendering with setSize instead of direct width assignment
- Adjust badge positions for taller sprite frames
- Decouple city name preview (peekCityName) from cursor consumption
- Hide player's fortified units inside cities on the map to reduce clutter
- Add garrison strip in city screen to view/unfortify garrisoned units
- Add "move or inspect" dialog when selecting a city with a movable unit
- Refactor moveTo into reusable method for cleaner click handling
- Make confirmDialog accept custom button labels
- Add civilization-terrain.png sprite sheet for terrain rendering