- Replace hardcoded 'warriors' default with pickNextBuild() for both
founded and captured cities
- Captured cities now adopt the new owner's tech level when selecting
their default unit (e.g., Phalanx if Bronze Working is known)
- Add verification tests for tech-dependent defaults on founding and capture
- Add Coinage (1 shield → 1 gold) and Public Works (2 shields → 1 food)
special build options for cities, with remainder carry logic in shieldBox
- Update AI to fall back to producing gold or food instead of stockpiling
redundant defenders when nothing else is available
- Fix mid-build detection to check build.type before comparing shield progress
- Add City Screen UI for special builds: display gain per turn, color-coded
rows, and tooltips
- Only apply class-switch penalty when switching between unit/building
production types
- Add verification tests for coinage payout, public works remainder carry,
and AI special build fallback
feat(superkart): fix player kart scale + add missing backdrop images
- Compute PLAYER_KART_SCALE from MODE7 parameters instead of hardcoding,
keeping player and AI karts consistent at the camera's follow distance
- Wire up previously null backdrops: volcano, scrapyard, swamp, speedway,
nightcity
- Introduce difficulty-based combat multipliers and veteran promotion chances (Chieftain/Warlord eased, Prince+ neutral)
- Randomize leader selection on setup screen and add dynamic portrait with pick speech
- Replace inline hover text with a centralized Tooltip component for tech tree, foreign cities, and buildings
- Add descriptive flavor text for governments and terrain improvements
- Add building completion notifications with a "VIEW CITY" action button
- Expand deferred city attack cinematics to cover explored rival cities
- Improve Tempest flipper AI to scale lane-flipping chance/cooldown with level and enable climbing flips
- Add verification tests for difficulty combat modifiers and veteran rates
- Add Tempest (Atari 1981 vector arcade clone) with full simulation logic,
Phaser rendering scene, vector font, and headless verification suite
- Register Tempest in games registry, main scene list, and game room dispatch
- Add reusable Tooltip UI component for hover-based information display
- Add Civilization unit/building tooltips in city screen and map hover
(CivilizationTooltips.js with flag and effect descriptions)
- Update Civilization click handling to distinguish hover-only from real
click targets via hoverOnly data flag
- Update civilization-units and game-icons assets
- 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
Allow each opponent to declare their own 2-3 starting technologies in
opponents.json, independent of their civ trait. During game creation,
personal and trait-based starting techs are unioned (deduped) so
pioneering leaders with overlapping lists don't double-grant.
- Add optional setup screen background image (civilization-setup-bg)
- Update leader detail panel description to list personal starting techs
- Deduplicate trait + personal techs via Set in CivilizationLogic
- Add validation for startingTechs arrays, tech existence, 2-3 total count,
and variety across leaders in verifyCivilization
- Add integration tests for personal tech granting and overlap deduplication
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