- New `data/skills.json` (registered in manifest) owns every number/string for the
per-class skill trees, type taxonomy, seat table, bar look, and window copy;
code only reads behavior off it so adding a third skill is a data edit.
- Pure skill model + ledger (`js/skills/SkillModel.js`, `SkillState.js`): rank
points from the class bank, spend-through-unlock edges, seat bindings, save
round-trip via `record.playerSkills` (old saves load as an empty ledger).
- Combat runtime in `CombatSystem.js`: cast pipeline with per-skill recharge
clocks, energy spend/regen (now on by default), Ramming Charge dash + arrival
blast (4x..12x weapon damage by rank), Reinforced Plating hull pool re-rolled
from base so it never compounds; charge passes through the pack and settles once.
- UI: full-screen Skill Tree console (`js/ui/SkillWindow.js`) opened from the ship
console's SKILL TREE door (lit when the class owns a tree), combat bar seats draw
icon/rank/cooldown/affordability states with click-to-assign and right-click clear,
keys 1-8 cast or place.
- Evidence: new Node + Playwright suites (`skills.test.mjs`, `skills-combat.test.mjs`,
`skills-bar-browser.test.mjs`, `skills-window-browser.test.mjs`,
`skills-devdoor-browser.test.mjs`) plus screenshots in `dev/shots/`; README and
PROJECT_NOTES document the layer and dev doors (`?skill`, `?skilltree`).
- Introduce data/classes.json as the single source for roster, copy, accents, icon frames, perk numbers, and console chrome
- Add ClassModel (pure reads), ClassState (idempotent run ledger + save round-trip), and Aiming (intercept solve + barrel geometry) so perks are testable without Phaser
- Wire CombatSystem to the class ledger: Vanguard dual-cannon volley, Wraith predictive aim with a max-lead fallback to raw aim; cooldown unchanged
- Add full-screen ClassWindow console over the frozen GameScene (looping muted feed, Trestle briefing, themed tabs, PICK confirm), opened once at level 5 when combat is quiet or via the ship console door / ?level5 dev param
- Persist record.playerClass in saves and clear it on New Game; ship console now shows a class plate with crest + banked skill points instead of the choose-class door
- CargoHold gains a parallel `costs` ledger (credits/unit actually paid, or null when no cost is on file), kept aligned across add/remove/set/capacity/dropFirstNot and serialized via toJSON/fromJSON
- ShopView stamps each bought bay with the trade's unit price so the console can compare exit prices against what was really paid
- ShipScreenModel/ShipWindow surface per-bay costs, a total-cost hold meta line, and a "PAID" chip + reference line in the bay manifest; bays with no cost read "NO COST" instead of inventing one
- GameScene passes the bay's recorded cost into scoutGood() so exit profits re-baseline against the purchase (falling back to the catalog value when absent), and restore/quest-handoff paths load null costs cleanly for legacy saves
- Adds arid-shop-02 video asset and updates cargo/saves/ship-window/shop-ui tests to cover the new ledger
- ShipWindow hosts a ConfirmOverlay (depth 30) so the SET DESTINATION dialog always paints above the console chrome
- Each remote exit row in the bay manifest becomes a hit-testable tap surface with hover state; local-system rows read HERE and stay inert
- Tapping a row opens the confirm dialog built from shipScreen.json templates; CONFIRM fires onSetDestination(systemId, objectId) through GameScene.setDestination, same seam as the map console
- ESC cancels the dialog before closing the console; closing the console cancels an open dialog to avoid orphan scrim
- Add dev/ship-cargo-dest.test.mjs covering hosting, row tappability, ask/confirm/cancel/close/repaint paths
- Update landing.json arid-land-03 shop reference from ice-shop-03 to arid-shop-03
- Add lava-shop-01.png and lava-shop-03.png assets
- Extend dev/ship-shot.mjs with ?tapExit / ?clickExit probes for headless verification
- 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}).