- Inferno (Offense, seat 2): flame arcs home on the nearest 2 hostiles
(3 from rank 4) and ignite a burn that ticks on the combat loop's clock;
scales in duration and per-tick damage with rank.
- Nanobots (Passive, no seat): mends 1% of max hull every 2s per point;
a full hull banks nothing.
- Wire flameArc + hullRegen effect handlers in SkillEffects.js and the
arc/burn/step logic in CombatSystem.js.
- Add firstPassiveOf() / hullRegen() to the skill ledger so the combat
loop can read the mend's interval and color off the ranked def.
- Update icon sheet, dev shots, and the browser/combat/data test suites for
the two new skills.
- Combat bands split at level 6 (5–7), 9–12, and 13+ (9–12 cap) with
weighted pirate rosters; compose() now draws `pirateTypes` from the band
roster and GameScene uses it when spawning one-shots.
- Patrol encounters gain tiered bands (levels 6+) with mixed rosters,
fatter rolling waves (up to 20 deep / 6 concurrent), contact-count odds
overrides, and per-tier `xpScale` dials; legacy array rosters normalize
to the weighted table.
- Bounty hunts replace the stubbed marksman band with tuned tiers
(marksman 6–10, deadeye 11–14, apex 15+): growing pickets and escorts,
escort roster mixes, elite armor/damage scales 3×–4×, and `xpScale`
trims so payout pace tracks the curve.
- Tests updated to assert the new band shapes, roster draws, XP scaling,
and tier resolution; skills-bar screenshots refreshed.
- Define both skills in data/skills.json with energy, cooldown, ranks, seats,
and per-rank stun/decoy durations
- Implement projectile flight, target intercept, capture radius, and stun in
CombatSystem (launchBoleadoras / _stepBoleadoras / _snagBola)
- Implement Blink: spawn a decoy sprite at the old position, teleport the
hull to a random visible-screen point, and let the decoy absorb aggro and
enemy bolts until its clock expires
- Add bola orb/string visuals and snag readout in Fx.js (bolaStart/Step/Stop,
snag)
- Register new combat SFX events (bola_snag, blink) in CombatSfx.js
- Extend SkillEffects with stunMs/decoyMs helpers and boleadoras/blink handlers
- Update tests: Wraith model checks, Boleadoras/Blink combat behavior, decoy
aggro/fizzle, and SFX event roster
- On a confirmed class lock-in, GameScene now sets `_skillTreeAfterPick` and, once the class window's close beat finishes, delays 320 ms then opens SkillWindow with `source: 'classPick'`, handing the player straight into spending their banked points.
- Add an e2e check in classes-browser.test.mjs that a confirmed pick closes the class console and opens the skill tree with spendable points.
- Refresh skills-window screenshot fixtures to match current rendering.
- Add the fill graphics to the container before the label so it paints behind the text instead of covering it at 0.8 alpha
- Use C.dim instead of C.faint for inert labels and borders, which were too dark on the panel fill
- Swap tag/text colors so inert tags stay readable while active tags dim appropriately
- Refresh dev screenshots to match the corrected rendering
- Replace per-skill rows with a scrollable tile grid (authored `node` cells or
auto-layout by dependency depth), elbow join lines, rank badges and empty sockets
- Add detail drawer at bottom third showing the selected skill's copy plus ADD A SKILL
POINT, RESET and ASSIGN/CLEAR SEAT actions
- Introduce a console session in SkillState: points spent while open are PENDING and
resettable; closing commits them; reset cascades down a branch bought this session
or refuses when it would strand a committed point
- Wire GameScene onReset/onClose doors, toast copy and passive re-roll on refund
- Move all tree geometry/palette knobs into data/skills.json (window.tree) with clamped
fallbacks in SkillModel.windowSpec()
- Add pure treeLayout()/classTreeLayout() to SkillModel for canvas-free layout tests
- Expand dev/skills-window-browser.test.mjs to verify regions, tile placement, session
lifecycle, scroller (wheel/drag/thumb), and pixel-prove the gold join line
- Update README, PROJECT_NOTES and screenshot fixtures