- 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
- New js/ui/PerimeterShimmer.js: constant amber base rim + glow, and two comets in counter-streams (amber CW, neon cyan CCW) tracing the cut-corner plate perimeter; pure arc math (perimeterPath / arcPoint / arcPolyline) exported for bare-Node tests
- QuestTrackerHud promotes READY rows to the console's cut-corner plate (CyberShape.rectPoints), drives PerimeterShimmer per-frame on the absolute clock so repaints never reset comet phase, and fires a one-shot rim flash when a row is claimed; shimmers are torn down with each paint
- data/quests.json gains tracker.shimmer config (enabled, notch, periodMs, dashFrac, phaseOffsetPerRow, claimFlashMs, base, comets)
- CyberShape.rectPoints added for absolute-coord cut-corner polygons
- New dev/perimeter-shimmer.test.mjs covering arc math, counter-streams, absolute-phase invariance, degenerate configs; quest-tracker tests extended for shimmer lifecycle and claim flash
- 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 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
- New QuestTrackerHud component slides in below the system dossier once it folds, showing active quests (main story first) with a live progress checklist under the priority quest
- Priority quest: player can set/clear via row popup or console; auto-assigns to first active story quest; cleared state sticks until a grant or claim re-arms it
- QuestWindow gains SET PRIORITY / CLEAR PRIORITY controls and openAt() to land on a specific quest (used by SHOW MORE / VIEW QUEST)
- GameScene wires the tracker into the dossier lifecycle: hidden while expanded, slides out before expand, slides in on collapse; pointerdown contract prevents world clicks from leaking through rows and popups
- SurfaceScene delegates priority changes to the sleeping GameScene's ledger
- QuestState serializes/deserializes priority + cleared flag for save round-trips
- quests.json gains a tracker section (title, maxVisible, slideMs, toast configs)
- New dev/quest-tracker.test.mjs pins the full contract; dev/quests.test.mjs extended with priority and tracker-knob checks; system-hud test updated for the extra tracker elements
- Introduce QuestState ledger (granted/claimed ids) persisted via SaveData, with safe fromJSON validation that drops unknown ids and enforces claimed ⊆ granted
- Define the starter quest "Start Your Journey" in data/quests.json with four live checks: research node, lifetime asteroid mining, home tether level, and discovered world count
- Add totalMined counter tracked on each ore event to support the mining requirement independently of cargo hold
- Build QuestWindow (full-screen console at depth 80) with video feed, category tabs (Main Story live, Side Quests standby), quest list, detail plate with checklist and CLAIM REWARD action
- Wire QUESTS slot into both flight and surface command decks right of SHIP; SurfaceScene delegates snapshot/claim to the sleeping GameScene while rendering its own console notes
- Grant starter quest on first boot with delayed toast; announce "QUEST READY" once per quest when all checks complete
- Update research-builds tests for seven-slot deck layout; add dev/quests.test.mjs covering data contract, ledger behavior, save round-trip, and deck slot placement