- Add branching tech alternatives across all six fields (computers,
construction, forcefields, planetology, propulsion, weapons). Each
branched tier has 2+ techs sharing the same rung; researching any one
clears the rung while leaving siblings researchable as side-picks.
- Correct racial skill to affect tech COST only (Poor 125%, Average 100%,
Good 80%, Excellent 60%), not availability. Availability is now a flat
50% roll per tech (75% for Cerebrai/psilon analogue), with a safety
net that no branched rung can end up with zero available options.
- Add techRungsByField data structure and rungCleared/canResearch/setResearchTarget
logic so the research screen lets players pick among open rung alternatives
without losing banked beakers.
- Update sprite sheet layout (+1 row, frames 66-77 for new tech icons).
- Add comprehensive verification tests for cost buckets, rung gating,
setResearchTarget behaviour, and statistical availability rates.
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
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.
Introduce looping commander videos (256×256) alongside ship thumbnails in
the side panel and colony catalogue. Each species×hull combination loads
its officer clip from shipVideos, falling back to portrait video → still →
procedural sheet. A scene-lifetime pool (VegaShipMedia.js) prevents decoder
thrash on every panel rebuild.
Add VegaShipDetail — a full-resolution pop-over (D.detail depth 76) showing
the commander at 256px, hull at 192px, derived stat block, and knapsack
loadout. Opens from both the side panel and colony screen without stacking
through openModal.
Add a "New Turn" popup (VegaTurnReportScreen) that interrupts the player
for notable events (discovery, first contact, diplomacy, eliminations).
Events are classified and sorted by consequence in VegaTurnReport.js.
Logic now emits 'discovered' events when fleets enter unexplored systems.
Update asset manifest to load nested shipVideos, extend verification to
validate shipVideoKey conventions, bump ships sheet to 192px frames, and
document the new art contract.
- 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 barbarians as a non-diplomatic civ appended to state.civs,
providing escalating pressure that scales with difficulty and target
civ era. Key mechanics:
- Uprisings spawn on explored tiles, capped by a growing population
limit to keep raids an event rather than a fourth empire
- Era-based pressure curve: raids decay as a civ advances, stopping
entirely at hard-stop techs (industrialization/conscription/railroad)
- Killing hordes summons a Barbarian Leader with an escort; cornering
the lone leader triggers a gold ransom scaled by era and difficulty
- Captured cities are either razed (small) or held inert (large)
- Leader expires after a set lifetime if not ransomed
Diplomacy and AI carefully exclude barbarians to prevent three traps:
shared-enemy attitude pollution, permanent war phase pinning, and
government ladder lockout. Pre-feature saves remain compatible.
New assets: optional civilization-barbarians.png sheet (8 frames).
Updated sprites.md and unit tooltips. Comprehensive verification tests
added in verifyCivilization.js.
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
Add `air` and `fortification` armor classes to enable more nuanced
balance. Aircraft now use `air` class instead of light/medium, and
defensive turrets use `fortification` instead of `structure`, allowing
weapons to specialize against planes and defenses without affecting
other targets.
- Add armor classes to all 12 weapons with appropriate multipliers
- Adjust weapon stats (sniperrifle, rocketpod, shoulderrocket)
- Reduce HP on several combat units for balance
- Reclassify aircraft and defensive turrets to new armor classes
- Add repair and rally command buttons with custom glyphs and tooltips
- Refactor bottom command bar into a structured, discoverable grid with
visibility filtering per selection type
- Replace patrol's there-and-back with a circuit-based route system;
CTRL-clicking extends the patrol instead of stacking orders
- Builders guarding structures now repair damage first, then assist
production — assist to producing factories now works correctly
- Add Commander death cascade: nuclear blast, outward vaporization wave,
and screen-wide flash timed to the audio sample
- Introduce `fortification` and `air` armor classes; rebalance weapons,
unit HP, and ranges across the roster
- Remove the static hint line; all commands now have prompts and button
tooltips instead
- Add verification tests for patrol routes, guarding builders, vaporised
entity rendering, and the full command bar
Replace hover-based aircraft movement with a two-state system: LANDED
(grounded, cannot shoot, vulnerable to all weapons) and FLYING (at
cruise speed, uses air domain protection). Aircraft can no longer stop
in mid-air; armed units execute strafing passes with overshoot and
come-about logic.
Key changes:
- Add `liftFrac` simulation state for altitude, `airborne` dynamic flag
(vs static `isAir`) so landed aircraft are ordinary ground targets
- Implement `stepStraferOrders` for aircraft that overfly targets and
repeat passes; idle aircraft clear hostile keepout zones
- Add `overshoot` and `keepout` flight properties to fighter/bomber
- AI gains static defense (Laser Tower, Missile Launcher) at skill 4+,
with threat-based placement and economy gating
- Fighter gains ground gun (pintlegun); air management uses `airClaimed`
set instead of interceptor-only classification
- Update campaign m05 seed (71644) to compensate for balance shifts
- Update tooltips, documentation, and tests for new behavior
Closes#1234
- Add `flight` blocks to Fighter, Bomber, and Hover Constructor in rules JSON
defining height, takeoff time, and landing time
- Implement purely cosmetic altitude system: units ease upward when given
orders and settle back down when idle, using smoothstep easing
- Shadow stays pinned to ground position, fades in and shrinks as altitude
increases — the gap between body and shadow sells the height
- Health/build bars move with the lifted body; selection ring stays on ground
- Add production dials (progress pies) on the player's own factories:
top-left shows whole queue progress, top-right shows unit on the bench
- Pass real delta time to render() for framerate-independent takeoff animation
- Update sprites.md with flight system docs and art implications
- Add stub scene support and comprehensive verification 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 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.
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
- 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
- Reduce pushSpeed across all 20 levels to ~60% of original values in
tools/genZuma.js, making the chain advance more slowly and giving the
player more reaction time. starScores() thresholds auto-adjust downward
since they are derived from pushSpeed.
- Add per-level background art (zuma-background-1 / -2) alternated per
level via a new `background` field in each level definition; draw it in
ZumaGame.drawBackground() over the solid fallback rectangle.
- Register the two new background textures and sfx-zuma-lose in the asset
manifest.
- Add playLoseFanfare() mirroring playStartFanfare() to duck/pause music
and play the lose SFX when the chain goes over the edge (onLost).
- Add a black stroke to the "ZUMA!" win banner for readability.
- Bump music volume to 0.5 in zuma-music.json.
Introduce underground tunnel sections to Zuma levels, letting the
chain roll out of sight and back in. Tunnels are arc-length intervals
on the path; while a ball is submerged it is inert — ignored by shots,
the laser sight, and explosions — and the path itself is drawn as a
faint buried trace beneath any live section that crosses it.
Engine (ZumaLogic.js): TUNNEL constants, normalizeTunnels, isHidden,
visibilityAt, pathSpans, sampleRange, nearestS; createLevel,
syncPositions, applyPower, stepFlights, and rayHit all honour
submersion. validateLevel lints mouth placement, spacing, and the
40% max-hidden fraction.
Game (ZumaGame.js): depth layer reorg so a live path always wins an
overlap with a tunnel stone; addPortal draws the two-layer maw (stone
below the chain, mouth above it); drawPit replaces the old skull with
a broken-stone collar and vapour swirl; startPitFall rolls the lost
chain over the lip in order, shrinking marbles into the dark; the
level-start fanfare ducks the soundtrack via MusicPlayer pause/resume.
Editor (ZumaEditor.js): new Tunnels tool with click-to-place,
drag-to-slide, right-click-to-remove, ESC-to-cancel; three graphics
layers (buried path, live path, handles) matching the game's
stacking; queueGameAssets so editor Test Play has the lazy art ready.
Art: ZumaPortal.js (carved serpent-head maw, symmetric so one
texture serves both ends) and ZumaPit.js (shaft of darkening discs
read as depth, not a painted circle).
Audio: four Zuma SFX (shoot, hit, start, explode) and a three-track
soundtrack wired through data/zuma-music.json and the asset manifest;
genZuma.js gains a tunnels column (fractions of path length) and
verifyZuma.js gains a tunnel test suite.
Significantly raise pushSpeed values across all levels (roughly 4x increase)
to make the game more challenging. Updated corresponding star score thresholds
proportionally. Adjusted editor UI max pushSpeed to 400 and updated validation
constraints to match.
Changes affect:
- data/zuma.json: level definitions with new pushSpeed and starScores
- src/games/zuma/ZumaEditor.js: editor input max value
- src/games/zuma/ZumaLogic.js: validation range
- tools/genZuma.js: generator table values
- 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)
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)
- Introduce configurable victory modes: "commander" (default, kill enemy commander) and
"annihilation" (fight until army can no longer produce)
- Add Laser Tower (1x1, hitscan) and Missile Launcher (2x2, guided with min-range dead zone)
as buildable defensive structures with new towerlaser and towermissile weapons
- Units now hold at weapon range when attacking buildings instead of closing to point-blank,
controlled by new engageHoldFraction constant (0.45)
- Replace center-to-center distance with surface distance for building targets; buildings are
treated as rectangles with true half-extents, improving combat accuracy
- Buildings (towers) now freely traverse and aim in all directions regardless of art orientation
- Commander unit flagged with isCommander; victory conditions validate presence of commanders
- Update campaign missions to use destroyCommander objective; reseed m02 (old seed unwinnable
after combat balance changes)
- Add skirmish setup UI for selecting victory conditions
- Update AI skill ladder verification thresholds to account for engage hold behavior
- Add comprehensive tests for victory conditions and defensive structures
- Add self-healing system for units with `selfHeal` definition (e.g. Commander)
- Healing pauses for 30 seconds after taking damage to prevent out-healing fights
- Rates converted to per-tick at load time for efficient simulation
- Improve build queue interaction: use CTRL (or Cmd) to chain multiple builds,
release to cancel placement automatically — no need to press Esc or click again
- Track queue modifier state from DOM events for robustness across focus loss
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 steampunk city sheet asset configuration
- Reassign Victor and other opponents to steampunk city theme
- Enable wheel scrolling on city choices list
- Allow non-combat units (e.g., caravans) to enter enemy cities
- Block movement into enemy cities when at war
- 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
Refactor Stage Clear narrative from battling opponents to helping friends.
Update character poses: friends cheer on clears and fret during danger.
Implement multi-line intro cutscenes with step-by-step progression and random background art.
Switch dialog to randomized arrays (introLines, winLines, loseLines).
Add new sound effects for Beth and Jerry.
Update validation and documentation to match new data structure.