- Wire the deck's SHIP slot to a full-screen ShipWindow (depth 80) following the Map/Quest window contract: bay-camera video panel with NO SIGNAL fallback, tab row, glitch/sweep dressing, ESC/scrim close, and exclusive open/close against research/map/quests/comms.
- Add data-driven Ship Status plate via pure js/ship/ShipScreenModel.js resolving every stat row from data/shipScreen.json (hull/shields live vs nominal, shield recharge, flight, fire rate/DPS, cargo/mineral holds) plus the combat level journey timeline that swaps to a CHOOSE YOUR CLASS door at level 5.
- Add Cargo Holds tab: bay grid with filled/empty/locked states, mineral aggregate bar, and a selected-bay manifest reusing TradeScout.scoutGood() for ranked exits in the buy/sell style.
- Register data/shipScreen.json in the manifest, preload ship.mp4 with skip-if-missing guard, and add dev test + screenshot harness (dev/ship-window.test.mjs, dev/ship-shot.{html,mjs}).
- Move the home-world destination from the capital departure to the Special Delivery bar vignette completion, matching the story trigger.
- Keep the capital departure only for story trail and post-sale comms, so later capital visits no longer override the player's destination.
- Show a destination-set console note in SurfaceScene, staggered behind the package-handoff note when it appears.
- A confirmed LOAD used to hand off to the main menu, relying on the
menu's New Game to apply the staged restore; that path resets run
state, so the load never carried the restore through.
- GameScene and SurfaceScene now add reloadRun(): close the save
panel and sub-bar, then restart (GameScene) or re-start (SurfaceScene)
the game scene so the fresh create() picks up the staged restore —
the ship lands back exactly where it was saved.
- saves-ui-test now asserts the in-place restore (ship back at the
saved position) and covers the Return to Main Menu path.
- New CDP probe/repro scripts in dev/ drive the real index.html in
headless Chrome to exercise the save/load user flow and diagnose
input and confirm-geometry issues.
- Patrol routes now carry 1–3 seeded enemy contacts placed evenly across waypoints.
- Arriving at a contact fires one rolling wave of six raiders, three at a time.
- Route completion and reward claiming require every waypoint and contact cleared.
- Contact specs are fixed on the route at accept for stable saves and deterministic replay.
- Job board, quest checklist, toasts, and map markers expose contact progress.
- Kills grant the hostile type's own `xp` (the roster sets XP-per-threat;
the curve lives in data/progression.json, 100 x n^2, capped at level 80)
- Each crossed level fires one `levelup` event: +3 hull / +2 shields with
a full heal, cyan burst + a distinct voice, and a kill-feed line — the
placeholder toughness the skill layer will subscribe to later
- Combat bar gains an XP row below the orbs (level, live gold fill,
banked / next cost; hidden when the snapshot carries no xp, so the
range bar keeps its old face)
- Kills show a gold "+N" reward floater; the level-up's SFX is the new
8th combat event (solar_flare_01)
- XpManager is pure and tested headless (node dev/xp.test.mjs); the
ledger saves as { level, xp } and old saves load fresh at level 0
- dev hooks (xp/grantXp), sfxcheck (range seven, main eight), shot
captures, and README all follow along
- Add patrol category rules: target selection (own system or faction neighbor via jump gates), deterministic waypoint route builder inside tether regions with anchor clearance and separation constraints, completable fallback for degenerate fields
- Extend SideQuestState ledger with active slot, claimed marks, and per-contract route records (waypoints + visited indices); save/restore round-trips all new fields with invariant re-establishment
- Wire GameScene seams: acceptSideQuest establishes the patrol route on the ledger; setActiveSideQuest / claimSideQuest manage the active slot and pay out exactly once; updatePatrol checks in waypoints per frame and completes the contract; _drawPatrolMarkers paints in-world beacons; patrolCompassTarget drives the yellow off-screen compass arrow (waypoint or gate)
- JobBoardWindow walks the full door state machine: ACCEPT → SET PATROL ACTIVE → active plate → CLAIM REWARD → claimed plate, with destination and route-progress lines in the detail readout
- Quests console side tab is now live: accepted contracts appear in questSnapshot with waypoint checklist, progress, reward, and claimable from the same CLAIM REWARD / SET PRIORITY doors as story quests
- SurfaceScene exposes activateSurfaceJob / claimSurfaceJob and routes side ids through the existing claim/priority seams
- Add capital-neutral-shop video + image assets; update landing.json to reference them
- Update all headless tests (sidequests, jobboard, quests) to cover patrol target/route/ledger/scene-seam behavior
- Introduce js/quests/SideQuests.js: seeded posting generation (patrol/delivery/bounty/escort), placeholder resolution, reward scaling, and a SideQuestState ledger with save round-trip + job-space validation
- Wire the feature into SaveData capture/prepareLoad/resetRunState so accepted/completed contract ids ride saves while postings regenerate from the galaxy seed
- Replace JobBoardWindow placeholders with live AVAILABLE JOBS rows and JOB DETAILS readout (contract copy, payout, ACCEPT door) driven by scene seams; refresh() repaints list/detail/status off those seams
- Add GameScene.sideQuestPostings/acceptSideQuest and SurfaceScene.acceptSurfaceJob so the accept lands on the sleeping game scene's ledger with a surface console note
- Ship data/sidequests.json (category gates all OFFLINE, description pools split neutral vs faction, reward bands, UI copy) and register it in manifest.json
- Add dev/sidequests.test.mjs (gate, determinism, voice, rewards, ledger) and extend dev/jobboard.test.mjs with live postings/selection/accept/refresh coverage
- Introduce js/ui/JobBoardWindow.js: nearly full-screen (depth 80) build-console-style window with a muted looping 2:3 feed on the left, and AVAILABLE JOBS / JOB DETAILS placeholder sections on the right; open/close state machine, boot reveal, ambient glitch/sweep/cursor effects, ✕ close door
- Wire the Job Board slot through SurfaceScene: toggleJobBoard/leaveJobBoard, setServiceLocked (generalized from setBarLocked) so deck + drawer stand down while the board is up with the jobBoard slot kept live as a second door; pause/resume the surface clip under the console
- Preload assets/videos/jobboard.mp4 in GameScene via data/actionbar.json → surface.explore.video (2:3 aspect), adding a NO SIGNAL fallback when missing
- Update data/actionbar.json explore drawer with the jobBoard item (isHomeSystem:false, no labelActive) and the shared video block
- Add headless test dev/jobboard.test.mjs covering config, build, geometry, open/close, update ticks, and destroy; extend phaser-stub with setVisible/setDepth
- Add dev screenshot harness dev/jobboard-shot.{html,mjs} and reference shots for drawer/board/left stages
- The player's home system is safe space (no enemies), so no work should be posted on its board.
- worldContext now exposes isHomeSystem from GameScene; matchesWhere handles boolean values with list any-match.
- data/actionbar.json gives jobBoard a { isHomeSystem: false } clause instead of showing everywhere.
- explore.test.mjs covers home/non-home worlds, stations, and boolean-clause matching.
- Added the jobboard.mp4 bar clip asset; updated SurfaceScene/GameScene comments to reflect the new rule.
- Add OAC "enemies detected" / "enemies defeated" visual comms with random voice pools, fired on CombatSystem active-flag flips
- Deny jumping or landing while a fight is live so the wave run can't be escaped or hidden on a surface
- Move the 'Pirate Problems' ambush trigger to the midpoint of the entry-gate → capital-world stretch, persisting lastJumpFrom through saves for a stable midpoint
- Remove the gate-to-capital midpoint origin logic (_pirateAmbushOrigin) and
the startWaves opts.origin seam; wave ships now materialize off-screen
around the player from a random direction, matching the ?combat pack.
- Update combat.json, comms.json, quests.json comments to reflect the new
spawn behavior (off-screen around player, streaming in on chase AI).
- While `this.combat.active` is true, call `compass.refresh([])` and
return early so edge arrows and name boxes step aside.
- Combat chrome (threat markers, off-screen hostile arrows, kill feed)
owns the screen edge while the player is shooting; nav chips would
only compete with it.
- The target set is recomputed every frame, so nothing is lost — a
mid-fight discovery still pings above, and the first non-combat frame
re-feeds the compass entries.
- New main-story quest granted after 'Special Delivery' is claimed AND its payoff comms are ACKed all the way through (unlocks.acked gate)
- Three-step checklist: speak with Trestle (trestleQ4 warning beats), defend from a rolling wave of six raiders at the gate-to-capital midpoint, return to the Neutral Capital World
- CombatSystem.startWaves gains an origin option so ambush enemies materialize in a ring around a specified point rather than off-screen around the ship
- CommsHub fires a new onAck hook before onEnd so the scene can record acknowledgments and run its grant pass in the same tick
- QuestState.isUnlockMet / grantUnlocked accept a gates.acked set; GameScene supplies it from the comms acked-ledger
- SaveData captures/restores comms.acked, combat.done, and story.capitalReturned; resetRunState clears all three on New Game
- Combat is now built for every scene (not just ?combat demo); the hostile pack spawns only in the sandbox boot
- Test suites updated: quest unlock gating, ambush wave shape, roster count 25→28, save round-trip of new ledgers
- Replace vertical gauges with draining hull/shield/energy orbs
(hull with overlapping shield on the left, energy on the right).
- Share the main game's CombatBar in the combat range and add
range energy tracking with optional regen.
- Make gauge hit flashes shape-aware: circle orbs get a soft bloom,
rects keep the legacy white pulse.
- Update combat data and assets for the new orb-strip storyboard.
- Waves.js: pure wave runner (rolling/fixed) + CombatSystem.startWaves
for quest-step combat; named scripts (probe/skirmish/raid) ship in
combat.json, driven from the console until the quest hook lands
- EnemyTypes.js: named hostiles (raider/bomber) deep-merged onto the
base craft, with per-type textures preloaded via enemySheetList()
- Hostiles now materialize off-screen (camera edge + game.spawnLead)
and fly in on their chase AI instead of popping into view mid-fight
- Wave ships are run-owned: no self-respawn, kills feed rolling
replacements, and the combat bar stays up through the lead and gaps
A shared readability layer (js/combat/CombatHud.js) for both combat
contexts — the training range and the main game's ?combat:
- Target/lock indicator: rotating brackets on the current target (the
auto-fire target — one rule, one target, js/combat/Combat.js#pickTarget).
- Threat cues: pulsing markers above each live hostile.
- Off-screen arrows: edge arrows toward hostiles outside the camera
(zoom-aware via a context-supplied worldToScreen).
- Kill feed: newest-first fading entries, top-right.
- Gauge flash: the combat bar's shields/hull gauge flashes on the hit
it took (CombatBar.gaugeRect feeds the shared CombatHud.flash).
Pure rules stay in Combat.js (pickTarget, feedPush, offscreenArrow),
covered by dev/combat.test.mjs. The main game re-anchors the pack
around the ship once its start position settles (CombatSystem
.resyncAroundShip + a short settle window in GameScene), so the demo
pack sits in auto-fire range instead of kilometers off.
All combat rules tests pass (0 failures); CDP-verified in both
/combat and index.html?combat.
- Add CombatSystem: owns the hostile pack, tracers, player armor/energy,
auto-fire (nearest-in-range), swept-hit collisions, rams, respawn — all
driven by data/combat.json `game.*` / `energy` sections
- Add CombatBar (Diablo 4 style): vertical shields + hull gauges on the
left, energy gauge on the right, eight skill seats (keys 1–8) in the
middle; shown in place of the action deck while combat is live
- `?combat` now boots the normal game with the pack spawning when the
player starts (mouse steers, cannon auto-fires); the standalone WASD
range remains at `/combat` / `combat.html`
- GameScene wires the system into its update loop, solid constraints, and
click-through gate; exposes `window.__ORBIT_COMBAT__` for DevTools
- Extend combat tests to cover CombatSystem lifecycle (spawn, auto-fire,
hits, rams, armor, respawn, cast stub, destroy)
- New `combat.html` + `/combat` dev-server route + `index.html?combat`
boot a fixed arena where the player ship fights a pack of enemy craft;
all tuning lives in `data/combat.json` (thrust, hulls, shields, lance,
rams, respawns).
- Add `js/combat/` modules: CombatScene, EnemyShip (standoff-ring AI +
lance), Bullet, Fx, StarDrift, and pure rules in Combat.js (armor
damage, orbit step) exercised by the new `dev/combat.test.mjs`.
- Extract shared `awaitFonts` into `js/utils/Fonts.js` so both the game
and sandbox boots use one copy.
- Preload the enemy spritesheet in GameScene so the texture is ready when
combat ships in; add `ships-enemy.png` (+ `.psd`) art.
- Expose `window.__COMBAT__` (reset, spawnEnemy, player, kills) for
devtools tuning; R resets the range, P freezes it.
- Rebalance the three cargo hold upgrades (8/12/16) from a credits-only sink to a mixed cost of credits and minerals, so expanding the hold draws on both trade income and the mining economy.
- Update research descriptions, build data, tests, docs, and code comments to reflect the new two-resource costs.
- Introduce data/research/cargo.json: a 3-node chain (8 → 12 → 16 bays) where each node is a blueprint that unlocks the matching ship-hold build
- Add `build` gate field to ResearchModel.js (attachBuildGates) so a node can require a named build to be completed before it becomes researchable, composing with the existing quest gate
- Wire both gates in GameScene and ResearchWindow so node availability, lock notes, and the RESEARCH button reflect quest + build state
- Gate cargo_bay_8 on the special_delivery quest; cargo_bay_12/16 on Improved/Advanced Mining Storage builds
- Update builds.json to require the corresponding research nodes for cargo-bay-8/-12/-16
- Add comprehensive tests covering the cargo tree structure, pure DAG availability, live gate composition, and build-side lock-step
- Replace producer/demand class pricing with strict 1:1 origin assignment;
each settled system sells exactly its signature good at a discounted origin
price, and the catalog remainder becomes a hub pool resold by stations/capitals
- Make banded hop distance the dominant sell-price factor (x1.0 to x7.0),
with planet-type demand as a secondary +10% modifier, and cap every shop's
sell price at its own buy price to eliminate the v1 infinite-credit loop
- Add Stock.js for the time-gated daily batch (6 units per origin per wall-clock
day) — the economy's only stateful piece; wire it through GameScene,
SaveData capture/restore/reset, and the shop UI stepper clamp + SOLD OUT strip
- Update Economy.js with assignOrigins pass, new buyPrice/sellPrice/shopFor
logic, tradePreview stock-cap backstop (buyback exempt), and distanceFactor
- Rework shop UI: BuyList shows "N left"/"SOLD OUT" per batch-limited row and
clamps the stepper; ScoutPanel shows MADE IN (origin system) instead of GROWN ON;
ShopView wires stockRemaining/stockCapsFor/spendStock into preview and confirm
- Update all dev tests (economy, cargo, shop-ui, saves) to assert model v2
invariants including the anti-loop sweep, batch clamp/backstop, and save round-trip
- Add an optional node quest field so research techs can require a named quest's reward to be claimed before becoming available.
- Wire the scene's live questClaimed predicate into ResearchModel.attachQuestGates and the research tree loaders so node states, the RESEARCH button, and LOCKED readouts all honor the gate.
- Gate mining premium_arm and advanced_storage on the Special Delivery quest, and add data/test coverage for the quest-gate behavior.
- Waypoints were comms-only beacons with no landing or trade; a second
deep-space station is a more useful destination in their place
- The old waypoint chance in systems.json becomes
deepSpaceStation.second, so a system can roll 0–2 stations
- StationFrames now assigns a distinct sprite variant per station
(Galaxy.stationFrames is id → [frame, …]) and a two-station system
always wears two different variants
- Rename the route-gate pulse from "destination's waypoint" to
"route's next stop" so the term no longer refers to a removed kind
- Arm `oac-research-new` (trigger `researchNew`) from `_commEnded` when the `oac-research-complete` sign-off finishes and `researchAnyAvailable()` is true, so the hub FIFO plays it right behind the sign-off
- Register the new audio-only comm in `data/comms.json` and move `researchNew` out of the reserved trigger list
- Update roster count to 25 and add node checks for the beat's fields, clip presence, and zero delay in `dev/comms.test.mjs`
- Add headless browser harness (`dev/new-research-shot.html`/`.mjs`) that verifies the seam, gating (in-flight vs available), and FIFO ordering through the real `onEnd` hook
- Ship `assets/videos/arid-shop-03.mp4`
- New ShimmerCue module: pure shimmerPhase/drawShimmer cycle (yellow band sweeps face, comet runs cut-corner edge), shared by both surfaces
- ActionBar gains setShimmer + a dedicated additive layer; the RESEARCH slot wears the full face+edge recipe while a tech can start and the console is closed
- ResearchWindow._paintCues paints the edge-only shimmer on every category tab whose tree still holds an available tech, plus the ACK pulse on the "Unlock Jumpgates" plate (or SYSTEM tab when off-screen)
- GameScene._applyResearchCue switches one cue at a time: deck slot when console closed, console cues when open; rests while a project runs (maxConcurrent 1), under standby, or under the tutorial finger
- ResearchModel.hasAvailable and SystemCategory.gatesReady/gatesNodeId encode the ready rules
- data: actionbar.json animation.shimmer, research.json fx.tabShimmer (#ffd84d, comm-pulse yellow family)
- dev: Node test (research-cue.test.mjs) pinning the pure cycle model + slot/tab behavior; browser verify page (research-cue-shot.html/.mjs) with CDP capture poses
- assets: arid-surface-03 / arid-takeoff-03 videos
- New TutorialGuide.js beat table picks which control to pulse based on live comms/research records, so a loaded run resumes the same beat
- ActionBar and ResearchWindow gain setHighlight() with pulsing rims (ACKNOWLEDGE-style sonar rings in the console) that hide under deck standby/locked slots/closed window
- GameScene applies the highlight per frame before surfaces draw, tracks scanPressed one-shot, and reads targets from data/quests.json → tutorial
- Add tutorial section to quests.json plus tests for beat table, ActionBar rim gating, and data consistency (slot ids, console node matches starter research check)
- New `js/visuals/EngineFlare.js` drives nozzle glow, ignition burst, and a short fading exhaust plume from the two side-pod engines, driven by the ship's live throttle so braking dims it and Shift+click lights it up full
- Configurable via new `thrustFx` block in `data/ship.json` (enabled flag, core/plume colors)
- Hooked into GameScene lifecycle: created per scene restart, updated from the scene clock, cleaned up on landing sleep and scene destroy so nothing survives frozen mid-glow
- Add dev harnesses for visual verification: `dev/engine-flare-test.mjs` (headless Chromium CDP walk through idle → ignite → burn → coast → settled with screenshots) and `dev/particle-probe.{html,mjs}` to confirm particle velocity follows the emitter's heading
- Add new arid planet art asset
- Register Carol as a comm sender with her video clip and role
- Add four ack beats (carol-delivered-1/2/3, oac-delivered-1) under the new 'deliveredLaunch' trigger, fired when the player launches after selling the package
- Arm the chain in GameScene.onSurfaceDeparture once story.delivered is set, with the once-ledger keeping it a one-shot
- Update comms tests to cover Carol's registration, the four-beat sequence ordering, and re-arm deduplication
The Shop button on the deck is now always live — the shop sub-bar opens on every world. The "Special Delivery" capital-landing witness now gates only the shop's Buy/Sell tab (ShopView reads GameScene.isTradeUnlocked, which replaces isShopUnlocked), so trading stays dark until the player lands on the neutral capital while the rest of the shop UI is reachable everywhere.
- Rename GameScene.isShopUnlocked → isTradeUnlocked and update all references (SaveData, SurfaceScene, quests.json comments)
- Remove the deck-slot enable guard in SurfaceScene.toggleShop / setBarLocked; the slot now re-arms with the rest of the deck
- Add ShopView.isTradeUnlocked + gate checks in setTab / _onTabTap; gray the Buy/Sell tab via _refreshTabs until the gate lifts
- Update dev probes (scout-*, shop-*) to lift gs.story.capitalLanded so the trade panel is reachable
- Extend shop-ui.test.mjs with a TRADE GATE case covering closed/lifted states
- Ship now starts with cargoHold 0; the bar vignette's DONE press builds
out 4 bays (effects.cargoHold) and then places the special-package,
making the parcel aboard the "cargoUpgraded" step's witness instead of
a build-state check.
- Remove the old capital-landing handoff and SurfaceScene package flag;
onVignetteComplete in GameScene applies effects + handoff in order and
refreshes the quest checklist.
- Persist cargoHold through saves and gate jumps so the upgraded hold and
its goods survive a scene restart or load (old saves fall back to the
carried goods count).
- Add arid-land/takeoff 02 assets, fix landing.json slot 3 mapping, and
extend dev tests (jump-cargo probe, saves round-trip, vignette flow) to
cover the new beat ordering and persistence.
- Introduce VignetteHub/VignetteWindow/VignetteModel to play quest-gated
dialogue scenes over location clips on the surface (bar/shop)
- Ship first scene: Special Delivery step 1 (Trestle + Carol at the bar),
replacing the old capitalLanded check with a vignettePlayed witness
- Add q3 speech clips for Carol and Trestle; remove retired q2 Carol clips
- Wire save/restore of the played ledger, deck lock while a scene holds,
per-sound music ducking under voices, and window sizing to each line
- Add dev flow test (dev/vignette-flow.html/mjs) and model unit tests
- Point landing.json ice-land-01 entry at the new arid-* video assets
- Replace the surface deck's SHIP slot with an EXPLORE drawer that folds up a full-width secondary bar (MenuSubBar span mode) carrying per-world service items resolved by a `where` clause matcher (world / planetClass / faction, case-insensitive, list any-match)
- Add the neutral capital's BAR clip toggle: swaps the surface loop for the world's bar video, relabels the slot to LEAVE BAR, and locks every other deck + drawer button until pressed back
- Record quest checklist steps as DONE on the ledger (QuestState.completed set) so a step that stands on the home world keeps standing after the ship leaves; save/load round-trips the witness and old saves degrade cleanly
- QuestWindow fresh open now lands on the run's priority quest (tracker HUD seam) with its tab activated, falling back to the active tab's first quest when no priority is set
- MenuButton.setLabel re-fits the panel and hit rect in place for the LEAVE BAR relabel; ExploreBar.js provides the pure worldContext / matchesWhere / resolveItems item logic
- Add dev tests: explore.test.mjs (deck, items, where-clause, span, relabel) and quest-window.test.mjs (open landing + priority), plus updates to quests/research-builds tests for the new surface deck layout
- New main quest granted after claiming "Leaving the Nest": land at the neutral capital (the bar), upgrade cargo bays, then deliver the sealed package to the home world.
- Introduce a non-tradeable `special-package` good (sheet frame 114) that no shop stocks or buys back; `Economy.isTradeable` filters it out of every floor and the sell grid refuses to queue it.
- Record story witnesses (`capitalLanded`, `launchedFromCapital`, `lastLandedWorld`, `delivered`) in a registry-backed ledger, persisted via SaveData so progress survives load and reset clears it.
- Gate the surface shop behind the capital landing: deck slot disabled and `toggleShop` refuses until `isShopUnlocked`.
- On capital departure, set the destination back to the home world so the compass marks the delivery leg; delivery proof is monotonic once recorded.
- Surface console note announces the package handoff when it first lands in the hold.
- Extend economy and quest test suites to cover the new check types, non-tradeable exclusion, unlock chain, and save/load of the story ledger.
- Split trestle-arrive into an arrive-1/2 ack pair, both voiced (new q2-04/q2-05 clips)
- Quest now completes on reaching the neutral capital planet instead of entering the neighboring system; add _atCapitalWorld proximity check and arm arrival in _checkDestinationReached
- Gate capital-world landing until the quest reward is claimed, with a new capitalDenyToast denial
- Update tests, save-data comments, and fix lava-shop-02 asset reference
- TradeScout now resolves each exit's specific object (planet of that class, deep-space station, or home world) and exposes objectId/objectName so the destination points at the route's final stop rather than a bare system.
- SurfaceScene dialog and toast show "WORLD · SYSTEM" and pass the object id to GameScene.setDestination; null falls back to system level.
- ScoutPanel exit rows display the world name + hops instead of the class label, drop the per-section tap hint and footer (they collided with the last row in a short panel), and rename "SIGHT ON" to "SOUGHT ON".
- Save/restore now carries ship.credits and ship.cargo across jumps; GameScene restores both and refreshes the credits HUD. Saves tests cover capture, prepare, and legacy records without these fields.
- trade-scout tests assert every exit has objectId/objectName and that resolved ids are real objects of the exit class; scout-dest test verifies the confirmed destination names a real world.
- Add dev/scout-overlap probe (html + mjs) to screenshot the scout panel and numerically report any overlapping text boxes.
- Ship lava-planet-03 art and lava-land-03 video assets.
- New shared RoutePulse entity draws a steady ring + two radar ripples
scaled to the host's keepout radius, with configurable alpha/period
- JumpGate wears the full pulse (route.pulse) when it is the route's next
stop; Planet and Station wear the subdued variant (route.objectPulse)
when they are the destination object in the destination system
- GameScene marks exactly one entity per frame via setRouteTarget() and
drives its update loop; all others are cleared
- Add data/gates.json sections for pulse and objectPulse geometry/alpha
- Rename laval-surface-02.png to lava-surface-02.png and add the
corresponding video asset
- Extend jumpgate, planet, and station test stubs with Phaser Display.Color
and recording graphics; add dev/route-pulse.test.mjs unit tests and
dev/route-pulse-live.{html,mjs} browser integration checks
- Introduce CargoHold (pure class) as the ship's trade-goods carrier: fixed bays, one good each, capacity = unlocked bays, save/restore round-trip. Ship.cargo + setCargoHold/cargoRoom wired into stats.
- Add three credit-costed cargo builds (cargo-bay-8/12/16) that expand the hold 4→8→12→16 (MAX wins). BuildWindow affordability now covers both minerals and credits; GameScene.beginBuild debits credit lines and _applyCargoUpgrade expands the hold on completion.
- Add tradePreview/resultingCargo to Economy.js as the shop's pure calculator: sell/buy pricing, net credits, the two caps (can't go negative, end hold fits capacity), and atomic sell-to-free-room-for-buy.
- New ShopView + TradeGrid compose the buy/sell screen over the shop clip: SELL grid of cargo bays (tap to check), BUY grid with quantity steppers, live NET preview, Confirm/Clear, and a session-local Buyback tab (neutral undo at the sale price, locked until a sale). Wired into SurfaceScene's SHOP button.
- data/shopui.json drives the shop layout/animation knobs; economy.json gains cargo.maxSlots (16-slot grid); ship.json base cargoHold drops to 4 unlocked bays.
- Headless tests: dev/cargo.test.mjs (hold rules + trade preview caps), dev/shop-ui.test.mjs (construct, sell, buy, caps, buyback, clear), plus updated builds/ship-behavior suites; phaser-stub gains Geom.Rectangle for the hitArea path.
- New Economy.js price/stock engine: deterministic buy/sell prices based on
producer/demand classes and hop distance (regional availability model)
- Goods catalog (114 goods, 9 categories) with spritesheet mapping and
per-class producer/demand roles
- Credits state on Ship (add/spend/set/canAfford), save/restore support,
and upper-right HUD stacked above the minerals readout
- Quest reward payout now supports credits alongside minerals
- cargoHold reduced to 4 units for initial play balance
- Economy generation pass in Galaxy.js computes classBySystem and
producerHops via multi-source BFS over the jump network
- dev/economy.test.mjs validates determinism, fixed prices, trade loop
profitability, distance scaling, shop floor composition, and icon mapping
- docs/ECONOMY.md: full design doc covering pricing model, gemstone system,
and locked decisions
- New NebulaLightning visual: jagged edge-to-edge bolt with branches,
strobed in the gas base/accent colors, plus a soft distant thunder clap
- Pure seeded math (boltStrobe, strikeCycle, boltShape) in SystemEffectsMath,
Node-tested for determinism and shape correctness
- Wired into GameScene create/update/destroy lifecycle
- Config block in data/systems.json types.nebula.effect.lightning; docs
updated with tuning notes and smoke-game probe (?lightning=1&forceStrike=1)
- Add `front` block to game.json: depth-11 clouds above the ship (parallax > 1) that drift past the player, creating a "flying through" feel vs. the back layer at depth 3
- Implement `shiftHue` in Color.js to derive the front accent from the system's base atmosphere color (hue rotation + lightness lift), making every nebula a stable two-tone gas
- Refactor NebulaAtmosphere into a data-driven layer array with per-layer depth/tint/parallax/drift; extract `spawnCloud` helper; scale swirl speed by configurable drift
- Add 21 new test checks covering accent math (hue delta, identity, white/black preservation, all 8 palette shades) and two-layer structure (depths, tints, parallax ranges, wrapping, destroy, revert path)
- Stub `Phaser.Math.Between`/`FloatBetween` in phaser-stub for Node tests
- Update PROJECT_NOTES.md to document the two-layer model, accent derivation, and new tuning knobs
- Assign each jump-tree branch a faction (apex/mindweave/zenith) with seeded
shuffle; territory = depth 2..maxDepth-1 per branch, ring + tips stay neutral
- Designate four capital worlds (neutral + one per faction) as the outermost
planet of their system, with fixed frames 18-21 and faction-owned settlements
- Add cross-branch bridge gates in the middle belt so factions can reach each
other without routing through the trunk; Dijkstra picks the shorter route
- Introduce arid planet class (always habitable, settles as colony) across all
system types with rebalanced class weights
- Wire Trestle's last brief to auto-set destination to the neutral capital on
acknowledgment (CommsHub onEnd → GameScene._commEnded)
- Render faction ring layer + capital seat marks on the galaxy plate; style
bridge lanes distinctly from trunk edges
- Populate settlement owner from system faction (reputation seam now live);
SystemReport reads faction label/color
- Add dev/factions.test.mjs covering config, branches, capitals, territory,
arid, bridges, determinism; update existing tests for new invariants
- New second main quest "Leaving the Nest" (data/quests.json) that unlocks when the starter quest's reward is claimed, with four checks: system charted, gates activated, Trestle talked, Trestle met
- Quest unlock chain in QuestState (isUnlockMet / grantUnlocked) and GameScene._grantUnlockedQuests — grants on claim + scene create for loaded saves, announces via SFX, OAC quest-grant voice (new oac-quest-new comm), and NEW QUEST toast
- Trestle story beats: three-brief ACK sequence (trestle-brief-1/2/3, trigger trestleBrief) armed when home jumpgates go online, and arrival beat (trestle-arrive, trigger trestleArrival) on landing in a neighbor system; CommsHub gains onStart hook so the played-ledger marks feed quest checks live
- Quest check types: systemCharted, gatesActivated, trestleTalked, trestleMet — evaluated in GameScene._questCheckEval / _trestleCheck against the comms played-ledger (survives reloads; mid-sequence quit re-arms only unplayed beats)
- System-complete milestone moved from research completion to the chart-completing discovery (celebrateDiscovery), one fire per system via _systemCompleteSeen set
- QuestTrackerHud READY state: completed-unclaimed rows turn amber with breathing tint, percent reads "READY" (bold), one-shot flash + diamond burst on flip, CLAIM REWARD button in row popup claims in place; silent when tracker is slid off (toast + chime carry it)
- New speech clips (trestle q2-01/02/03), lava-takeoff video, updated lava-land video, renamed lava-planet image, new laval-surface image
- Dev: quest-ready.html/mjs capture harness for the READY state shot; tests updated across comms, quests, quest-tracker, and system-hud suites
- Introduce the oac-system-complete visual comm that fires on the
'systemComplete' trigger when a system's jumpgate research unlocks,
arming before the generic researchComplete sign-off so the FIFO plays
specific -> generic.
- Support an optional audioPool list of speech clips in CommsModel; the
hub picks one at random per arm so only the chosen clip is fetched and
cached, with validation that audio comms need a clip or pool.
- Wire GameScene to trigger systemComplete on activateGates when the
system nav chart is complete.
- Update comms tests for the new comm, pool normalization/asset rolling,
roster counts, and add a tether-rules audit script plus station shop
video references and lava assets.
- New js/galaxy/TypeSystems.js: parseTypeSpec + pickPreviewSystem rank the seeded galaxy richest-first, exact face always beats a reskin fallback, optional ?fx= type filter.
- GameScene reads ?type=<class>[-NN] / ss[-NN], spawns the ship beside the target world/station, anchors its landing tether, and reskins the sheet frame when no world wears it so landing clips + surface loop follow.
- dev/type-preview.test.mjs exercises parsing, real-galaxy picks (exact/reskin/determinism/filter), crafted ranking, and bad inputs in bare Node.
- Smoke boot registers SurfaceScene alongside GameScene since the landing flow launches it on top of the flight scene.
- Play thunder claps on habitable storm strikes, solar-flare SFX on red
dwarf flare onset, and solar-buzz on binary light-trade midpoint
crossings, all via the shared Sfx voice (new playSfxOneOfOn helper)
- Add per-context music volume overrides (music.volumes) so each context
can deviate from the global mix; menu ships at full volume
- Expand surface music frames to cover rocky and ice worlds (frames 6-11)
- Teardown per-system effect layers on scene restart (jump) so a previous
system's storm doesn't keep striking and playing thunder in the new one
- Update planets.png sheet, add gasgiant-03/rocky-01/rocky-02 tracks, and
register the new SFX assets in GameScene preload
- ensureLandingTether runs before SurfaceScene launch so the surface HUD
already reads Tether Level 1; free + instant, no console step
- Extend tether lookups (_applyBuildEffects, tetherLevelFor,
_rematerializeBuiltTethers, applyRestore) to include systemStations so
station tethers anchor, level up, and re-anchor like planets'
- Idempotent: home seed, existing build record, or an already-hosted
tether all short-circuit; adopt rather than double-anchor
- tether-l1 targets now ["planet", "station"]; update descriptions in
builds.json, README, PROJECT_NOTES
- Reorder MapWindow tabs to CURRENT SYSTEM / GALAXY / SYSTEM (galaxy is
the live middle tab) and keep SYSTEM as the armed standby target
- The Trestle intro comm now fires on the first discovered world (the
starter quest's own witness, `discoveredWorldCount`) instead of the
first planet in a foreign system, so the comm and the quest can never
drift; delayMs drops to 0 so it lands at the moment of discovery.
- The scene's `busy()` contract is now comm-type-aware: audio-only comms
(voice, no box, no pause) ride over in-progress actions like mining or
a scan sweep, while ack/visual comms still wait; modal windows and a
jump in flight block every type.
- Add the `comms-mine` dev harness that walks the type-aware busy
contract (free scene → real mining → audio comm mid-mining → jump) and
update the trestle dev scripts/tests to the new trigger and witness.
- Arm the pair on scene-create for loaded saves that already hold
discovered worlds, and widen the cdp-shot ready dump.
- Add ice-shop art/video assets.
- Introduce the `firstForeignPlanet` trigger: when the player discovers a planet in a non-home system, Trestle (new out-of-system mentor character) delivers a two-part ack comm pair (meetup + quest claim), with dedicated video and speech assets.
- Make audio cache keys folder-scoped so characters with identically-named clips (e.g. both having `intro-01.mp3`) don't collide in the loader.
- Add an amber pulsing attention cue (halo + staggered sonar rings) on the ACKNOWLEDGE button for ack comms, driven per-frame from CommsBox.update().
- Put the ActionBar deck into a standby state while an ack comm holds: slots go inert (no hover/press), dimmed visually; re-arms when the comm ends. GameScene wires this via `actionBar.setEnabled()` each frame based on `comms.paused`.
- Extend MenuButton to accept a custom border color so the ACK button can wear the box's amber against the cyan UI.
- Add dev self-check harnesses (`comms-trestle.mjs`, `comms-trestle-hold.mjs`) and update existing tests to cover the new pair, folder-scoped keys, deck standby behavior, and pulse animation.
- Disable browser module caching in CDP probe/shot scripts to avoid stale ES modules shadowing on-disk changes during dev testing.
- Wire 10 new comm beats (oac-tether, oac-scan, oac-upgrade, oac-minerals,
oac-fly-mine, oac-first-cluster, oac-research-complete, oac-tether2,
oac-relaunch, oac-explore) into data/comms.json with their triggers,
speech clips, and FIFO ordering
- Add trigger arming in GameScene (firstScan, tetherResearch, firstCluster,
minerals200, researchComplete) and SurfaceScene (tetherL2Launch)
- Make CommsHub.trigger idempotent so a double-click can't queue the same
comm twice
- Fix landing.json to use ice-surface-02/03.mp4 instead of rocky variants;
add the two new ice-surface videos and an ice-shop image
- Add speech clips intro-05 through intro-10 and research-complete
- Expand dev/comms-intro.mjs into a full 10-step walkthrough self-check,
add dev/comms-upgrade-hold page for screenshotting the longest comm, and
update dev/comms.test.mjs to cover the new roster