- Extended TutorialManager to support new stages 5–6 and added hasFusibleCards() helper
- Integrated Store tutorial in MainMenuScene (triggered when gold > 400, redirects to Store)
- Added full interactive tutorial overlay in StoreScene highlighting imperial pack purchase flow
- Implemented Fusion Scene’s two-phase tutorial: phase 1 highlights fusible stacks with pulsing borders/arrows; phase 2 exposes forge video, preview, and Fuse button with instructions
- Updated BattleResultScene to redirect to Main Menu if gold > 400 and store tutorial incomplete, allowing Store scene to show its own tutorial next
- Completed stage 6 when player clicks Fuse button in FusionScene
- Add new BattleResultScene to handle post-battle victory/defeat sequence
- Include animated terminal-style debrief with stats, rating, and card/commander unlocks
- Support dynamic commander videos (victory/defeated) with fallback placeholders
- Implement gold counter animation and card reveal system with rarity effects
- Add victory/defeat music assets and integrate into result flow
BattleScene changes:
- Track all battle events across turns for detailed post-battle stats
- Transition to BattleResultScene instead of showing inline results
- Preserve save logic (gold, cards, unlocks) in result scene transition
BootScene changes:
- Load victory/defeat music assets for result scene playback
- Skip delay tick for AI cards just deployed in opponent-first turns to prevent unfair free activation
- Group consecutive "strike all" pre-battle fires to execute them in parallel, matching player card behavior
- Add new mission briefing videos (mission_030 through mission_037)
- Balance card stats: reduce fortify values, increase strike damage and armor values across multiple cards
- Adjust heal values for support units
- Significantly reduce gold rewards for missions 030–036 (from ~2800–3400 to 800), with mission 037 reward set to 1600
- Extend video preload loop in CampaignScene.js to include new mission videos
- Update applyWound/applyVenom/applySmite to include commanders in target lists
- Add 'wound' skill support for commanders with 'on_attack' trigger during preBattle
- Implement wound stack capping for commanders (max = skill.value)
- Extend preBattle event structure with woundFires array
- Add animation and state restoration logic for preBattle wound applications
This enables commander cards to apply wound stacks before combat begins, with proper
stack limits and UI feedback.
- Add permanent +1 baseArmor bonus on each molt to enable compound armor growth across multiple molts
- Track molt activation with _moltZeroed flag to ensure armor restoration only occurs after a molt event
- Extend protect/fortify skills to also boost baseArmor when applied after a molt (to preserve interim boosts)
- Update card venom values for progressive difficulty curve
- Adjust mission rewards and replace bt_hemomancer_1 with bt_hemorrhage_1 in reward pool
- Add 23 new mission briefing videos (mission_001 through mission_023)
This refines the molt mechanic to support long-term armor progression while maintaining balance across campaigns.
- Add binary assets: `assets/video/mission_001.mp4` through `mission_005.mp4`
- Update `CampaignScene.preload()` to dynamically load all mission videos
- Modify briefing display logic to show the loaded video when available, hiding offline/file placeholders
- **UI Overhaul**: Replaced static backgrounds with animated video loops and scanline overlays in `CampaignScene` and `CampaignSelectScene`.
- **Terminal Interface**: Implemented a "Tactical Operations Terminal" in the campaign mission view featuring amber CRT styling, typing text effects, vignettes, and flicker animations.
- **Mission Briefing**: Added interactive mission selection that renders detailed briefings, lore, and reward manifests within the terminal interface.
- **Balance Changes**: Doubled the values for `siege`, `mortar`, `venom`, and `smite` skills in `data/cards.json` across all tiers.
- **Tutorial Updates**: Adjusted tutorial overlays and positioning to match the new layout and UI elements.
Adds a multi-stage tutorial system to guide new players through the core game mechanics:
- **Save System**: Bumps save version to 3 and adds `tutorialProgress` tracking with migration logic for existing saves.
- **MainMenuScene**: Introduces Stage 1 (Campaign Intro) overlay directing users to start the campaign.
- **CampaignSelectScene**: Adds Stage 2 overlay highlighting the "Raider Uprising" campaign selection.
- **CampaignScene**: Adds Stage 3 overlay explaining mission selection within a campaign.
- **BattleScene**: Implements Stages 4 & 5:
- **Battle Intro**: Step-by-step walkthrough of Commander cards, explaining ATK, ARM, HP, DLY, and Skills.
- **Battlefield Guide**: Visual explanation of the 4-lane system, card combat mechanics, unblocked attacks, and the "Next Turn" flow.
All tutorial overlays include interactive "Continue" or direct-action buttons, animated indicators, and depth management to prevent interaction with the underlying game state until the tutorial step is complete.
- Introduce `IntroScene` to play `assets/video/intro.mp4` before the main menu
- Implement dynamic video scaling to fit screen dimensions
- Add skip prompt (Space/Click) that appears after first interaction
- Move main menu music initialization to `MainMenuScene` for proper lifecycle management
- Update scene flow: `BootScene` → `IntroScene` → `MainMenuScene`
- Include fallback handling for video errors and metadata loading
- **DeckBuilderScene**:
- Introduced `hasUnsavedChanges` state to track modifications.
- Added visual indicators: an "Unsaved Changes" badge in the deck panel and dynamic styling for the Save button.
- Implemented a confirmation modal when attempting to leave the scene with unsaved changes.
- Fixed scroll position restoration after re-rendering the card grid.
- **Data (cards.json)**:
- Rebalanced Vampire cards by swapping `drain` and `rupture` values (reduced drain, increased rupture).
- Increased `rupture` values across higher-tier vampire cards (3, 6, 10, 15) to enhance their late-game scaling.
- Updated `data/cards.json` to rename the `valor` skill to `legion`, change its trigger to `preBattle`, and adjust `strike` values across multiple card tiers.
- Reduced the `enfeeble` skill value from 3 to 1 in `data/cards.json`.
- Enhanced `weaken` skill tracking in `CombatEngine.js` and `SkillProcessor.js` by adding an `isAll` flag to distinguish area-of-effect weaken effects.
- Refactored `BattleScene.js` to group consecutive "all" weaken fires and animate them in parallel via a new `_animateWeakenFireAll` method, improving visual feedback and performance for multi-target weaken effects.
Adds `_resultShown` property to `BattleScene` constructor, initializing it to `false`. This flag tracks whether the battle result has been displayed and is reset when a new mission begins.
- Extend `CombatEngine._resolvePreBattleSkills` to capture `strike` and `strike-all` skills from commanders during the `preBattle` phase.
- Introduce `strikeFires` to track strike hits, including damage, targets, and commander status.
- Update `BattleScene._processPreBattleSequence` to handle and animate `strikeFires` alongside other pre-battle effects.
- Ensure death events are correctly processed for non-commander targets destroyed by pre-battle strikes.
- Added new audio files for store interactions: `buy.mp3`, `card.mp3`, and `card-bonus.mp3`.
- Updated `BootScene` to preload the new sound effects.
- Implemented sound triggers in `StoreScene`:
- Plays `sfx_store_buy` upon purchasing cards.
- Plays `sfx_store_card` when revealing a card.
- Plays `sfx_store_card_bonus` for rare, epic, and legendary cards.
- Rebalanced `data/cards.json` to adjust game mechanics:
- Set `attack` to `0` for all legendary card levels.
- Reduced `health` values across all card tiers.
- Standardized `delay` values to `0` or `1` for most cards, removing high delay values.
- Added two new legendary Raider commanders: Warboss Kragath (Weaken + Strike) and Scar-Queen Vex (Enfeeble + Rupture).
- Introduced new Raider units across all rarities: Brute, Cutpurse, Berserker, Cutthroat, Marauder, Scavenger, Defiler, Warlord, Reaver, Warband Breaker, Carnage, Overlord, Ravager, Iron Destroyer, and Skulltaker.
- Implemented full Rupture mechanics:
- Added `ruptureStacks` tracking and pre-battle damage phase that can kill units.
- New `rupture` skill logic with single-target and `all` variants, including burrow immunity.
- Visuals: rupture stack badge on cards, knife throw animations for application, and pulsing heart effect for tick damage.
- Audio: new SFX for rupture cast and damage.
- Implemented Weaken mechanics:
- Reduces target Armor and Attack (split 50/50) with clamping to non-negative values.
- Added `weakenFires` event tracking and pre-battle animation with stat reduction visuals.
- Audio: new SFX for weaken cast.
- Updated missions to feature new commanders and units, and increased gold rewards.
- Updated `attacks.png` and `attacks.psd` spritesheets with new effect frames (knife, heart).
- Updated `data/cards.json` and `data/missions.json` with new entries and rebalanced values.
- Increased gold rewards for several Imperial missions to improve progression pacing.
- Reformatted `missions.json` for consistency (multi-line arrays).
- Set default starting gold to 300 in `SaveManager`.
- Implemented first-clear-only card rewards in `BattleScene`; subsequent wins grant gold but no duplicate cards.
- Added consolation gold (50% of mission reward) on defeat.
- Fixed `CollectionScene` input priority and improved terminal typing speed and line wrapping.
- Increased gold rewards for several Imperial missions to improve progression pacing.
- Reformatted `missions.json` for consistency (multi-line arrays).
- Set default starting gold to 300 in `SaveManager`.
- Implemented first-clear-only card rewards in `BattleScene`; subsequent wins grant gold but no duplicate cards.
- Added consolation gold (50% of mission reward) on defeat.
- Fixed `CollectionScene` input priority and improved terminal typing speed and line wrapping.
- Added 5 new Imperial cards: Imperial Medic, Imperial Legionnaire, Signal Jammer, Valor Knight, and Imperial Warbanner with unique skills (heal, legion, jam, valor, strike).
- Updated CollectionScene to include a level filter (Lv 1–5) allowing users to preview card stats at different levels.
- Modified card rendering and terminal output to reflect the selected level dynamically.
- Adjusted grid padding to accommodate the new level filter buttons.
- Normalize whitespace and alignment in `src/combat/CombatEngine.js` (variable assignments and filter calls).
- Extend projectile tween duration in `src/scenes/BattleScene.js` from 350ms to 2000ms for smoother visual effect.
- Adjust sprite pulse animation scale range from 0.8–1.5 to 0.5–1.0 for a more subtle effect.
- Update binary assets: new `smite2.mp3`, modified `fortify.mp3` and `smite-cast.mp3`, updated `attacks.png` and `attacks.psd`, removed duplicate `attacks (1).png`.
- Updated `SkillProcessor` to allow copying of `preBattle` and `on_attack` triggered skills in addition to `preAttack`, broadening the scope of the `hack` skill.
- Fixed the `_animateDrainFire` call in `BattleScene` to pass the `fire.source` (attacker) as the first argument, ensuring the animation has access to the correct source entity.
- CombatEngine:
- Handle hacked `berserk` by adding `hackSkill.value` to attacker's current attack and logging the event.
- Handle hacked `flurry` by injecting a temporary passive skill (+1 extra attack) that is removed after the attack resolves.
- BattleScene:
- Include `smiteTick` in pre-battle event filtering.
- Add `smiteApply` and `smiteApplyAll` to on-attack-all event tracking.
- Increase smite projectile size (sprite 38) from 80x80 to 180x180.
- Enhance smite damage animation: pulse sprite 39 twice over 1s, synchronize with HP loss, and enforce minimum timing before proceeding or playing death/hive-link animations.
- Add visual and text feedback for `berserk` (animate attack gain) and `flurry` (status text) in fire animations.
- Extend `CombatEngine` to support hacking `strike`, `jam`, `venom`, `smite`, and `molt` skills, including single and area-of-effect variants.
- Add logic to process deaths and carapace gain for hacked `strikeAll` attacks.
- Update `BattleScene` to handle animation sequences for the new hacked skills (`strikeAll`, `jam`, `venom`, `venomAll`, `smite`, `smiteAll`, `molt`).
- Fix sound effect playback by removing redundant existence checks (`if (this.sound.get(...))`), ensuring sounds play reliably.
- Updated `data/missions.json` to increase difficulty in Chapter 4:
- Expanded enemy card pools with higher-tier units (Templars, Purifiers, Prophets, Archangels, Seraphs).
- Increased gold rewards for missions 022 through 028.
- Updated mission descriptions and lore to reflect the escalation.
- Enhanced `src/scenes/BattleScene.js` animations for Righteous abilities:
- Refactored `smite` animations to use new sprite frames (38, 39) and split cast/damage logic.
- Updated `overcharge` to use sprite 40/41 with pulse effects and integrated HP loss/ATK gain animations.
- Updated `fortify` to use sprite 37 with projectile travel and pulse effects, integrating armor gain animation.
- Updated `hack` to use sprite 42 with a 3-cycle pulse before executing copied skills.
- Added new audio assets:
- `fortify.mp3`, `hack.mp3`, `overcharge.mp3`, `smite-cast.mp3`, `smite-damage.mp3`.
- Updated `src/scenes/BootScene.js` to load the new audio files and removed deprecated smite sounds.
- Updated `assets/images/spritesheets/attacks.png` and `.psd` to include new animation frames.
- Add new audio and image assets for the Righteous faction:
- FX: sanctify.mp3
- Cards: Archangel, Commander (x3), Inquisitor, Judicator, Prophet, Purifier, Seraph, Templar
- UI: right_01.png, right_02.png, right_03.png
- Update battle backgrounds to include the 'righteous' theme.
- Fix CombatEngine to pass actual enemy lanes to commander offensive buff collection, ensuring all-targeting skills function correctly.
- Refactor Sanctify animations in BattleScene:
- Introduce `_doSanctifySpriteTo` to animate a projectile flying from source to target.
- Animate sprite 35 flying in, shaking on impact, swapping to sprite 36, and fading out.
- Apply the new animation logic to both single-target and multi-target Sanctify effects.
- Update attack spritesheet to support the new animation frames.
Update `CombatEngine._applyCarapace` to increment `card.baseArmor` alongside `currentArmor` and `card.armor` when carapace effects trigger. This ensures the armor gain is tracked as a permanent base stat increase rather than just a temporary effect. The debug log has also been updated to reflect the new `baseArmor` value.
Moves the `heal` skill trigger from `on_attack` to `preBattle`, allowing cards to restore HP before combat begins. Updates `data/cards.json` to reflect new skill configurations (changing `strike`/`armored` to `swipe`/`heal` for specific cards).
Changes include:
- **Data**: Updated `skills.json` descriptions and triggers. Modified `cards.json` to use the new `heal` skill with `preBattle` trigger.
- **Engine**: Refactored `CombatEngine` to collect `healFires` during pre-battle processing and removed legacy `healAll` event logic from the attack phase.
- **Logic**: Updated `SkillProcessor` to track heal targets and amounts in the context for animation purposes.
- **Visuals**: Added `sfx_heal` audio asset and implemented new animation sequences in `BattleScene` (`_processHealFires`, `_animateHealFire`, `_doHealSpriteAndHP`) featuring flying sprites, HP text pulses, and floating damage numbers.
- **State Management**: Added `_restoreHealForDisplay` and `_reapplyHeal` to handle state snapshots correctly during the pre-battle render phase.
- Updated `strike` damage values in `data/cards.json` to 10, 20, 30, and 40 respectively.
- Added `hive_link` passive skill to Swarm cards with scaling values (1, 2, 4, 8).
- Modified `CombatEngine.js` to process `hive_link` skills during the `_processOnDeath` phase, ensuring the passive effect triggers when Swarm units die.
- Implement `_animateCarapace` handler in the event switch to support the new carapace effect.
- Update `_restoreBuffsForDisplay` to temporarily undo `hive_link` ATK gains, ensuring pre-battle animations display the correct pre-buff values.
- Update `_reapplyBuffs` to re-apply `hive_link` ATK gains after state rendering, ensuring the data model is correct for subsequent animations like `animateBerserkGain`.
- Update comments to reflect that `hive_link` is now included in the list of buffs temporarily undone for display purposes.
- Updated `data/cards.json`:
- Increased `strike` values for several cards (6→9, 12→16, 24→25, 3→4, 5→12, 7→20, 10→28).
- Increased `swipe` values (5→7, 7→10, 10→15).
- Boosted `armor` for specific cards (7→10, 10→15, 15→20).
- Fixed `src/combat/CombatEngine.js`:
- Corrected drain death event logic to properly identify the dead side and allies.
- Added calls to `_processOnDeath` when a card or splash target is destroyed by drain effects.
- Enhanced `src/objects/CardObject.js`:
- Updated `animateBerserkGain` to accept an optional `finalValue` parameter, ensuring the ATK text displays the correct value after the animation completes.
- Refined `src/scenes/BattleScene.js`:
- Fixed ATK display logic for Swarm effects to correctly show the buffed value during the attack animation.
- Integrated Hive Link animations into the death sequence for both standard attacks and pre-battle deaths, ensuring effects play before the next round proceeds.
Introduces the Xeno faction with new commanders, units, and mechanics.
- Adds audio SFX for skills: `bloodpact`, `burrow`, `carapace`, `hive_link`,
`molt-stage1`, `molt-stage2`, `swarm`, `venom-apply`, `venom-effect`.
- Adds Xeno card data to `cards.json` (commanders, assault, token units).
- Updates `skills.json`: changes `swarm` trigger from `preBattle` to `preAttack`.
- Implements combat logic in `CombatEngine.js`:
- New `_burrowPhase` to decrement burrow stacks post-battle.
- Burrowed units now take half damage from direct attacks.
- Venom kills now trigger `on_death` and `hive_link` events.
- `swarm` buff now applies in `preAttack` and reverts in `postAttack`.
- Updates `CardObject.js`: replaces burrow overlay with a stack-count badge.
- Updates `BattleScene.js`:
- Animations for `swarm` surge/revert, `hive_link` pulses, `venom` ticks,
`carapace`, `molt`, and `burrow` ticks.
- Chains `hive_link` animations immediately after death explosions.
- Adds SFX playback for all new skill effects.
Reorganize the combat turn sequence to handle Venom, Carapace, and Molt effects within the `_preBattlePhase`. This ensures damage and stat changes occur before buffs and attacks, allowing for accurate pre-attack animations and logic.
Key changes:
- **CombatEngine.js**:
- Extracted `_moltPhase` and `_tryCarapace` to handle armor gain and HP conversion separately from the main attack loop.
- Moved Venom and Molt execution to `_preBattlePhase` to run before `_commanderSkillPhase` and `_attackPhase`.
- Updated pre-attack logic to capture `carapaceGain` for animation purposes without emitting duplicate events.
- Added `moltRestore` logic to regenerate a fresh shell for attackers before they strike.
- **SkillProcessor.js**:
- Adjusted `venom` skill logic to update stacks only if the target is below the new value, preventing redundant updates.
- **BattleScene.js**:
- Updated event filtering and animation pipelines to handle `venomTick`, `carapace`, and `molt` events during the pre-battle sequence.
- Added visual effects (sprites 27-31) and tween animations for Venom application, Carapace hardening, and Molt shedding/restoration.
- Implemented `_restoreMoltForDisplay` and `_reapplyMolt` to ensure the UI renders pre-combat states correctly before animating changes.
- **CardManager.js**:
- Added `baseArmor` tracking to support Carapace cap calculations.
- **Data**:
- Updated `missions.json` to refine Xeno enemy lineups for missions 014 through 020.
- Updated Xeno card assets and UI images.
Adds a check in `CombatEngine.js` to prevent cards with `currentDelay > 0` from resolving their `preBattle` skills. This ensures that delayed units do not trigger abilities until their delay counter has expired.
- Reduced `drain` skill values in `cards.json` to balance the new damage distribution (50% primary, 25% neighbors).
- Updated `drain` description in `skills.json` to reflect the split damage calculation.
- Fixed `_activationPhase()` in `CombatEngine.js` to only tick cards currently on the field, excluding hand cards. Hand card delays now decrement during the deploy phase (`beginCommit`) to prevent newly deployed cards from losing a delay turn immediately upon entry.
- Modified `bloodpact` in `SkillProcessor.js` to permanently reduce max HP, not just current HP.
- Added temporary buff tracking for `bloodrage` in `SkillProcessor.js`.
- Updated `BattleScene.js` to temporarily restore pre-buff stats (ATK/ARM) before rendering the state, ensuring visual animations correctly display stat gains rather than showing already-modified values. Added `_restoreBuffsForDisplay` and `_reapplyBuffs` helpers.
- Updated `data/cards.json` to change triggers for Bloodrage from `passive` to `preBattle`, and renamed Strike skills to Legion with `preBattle` trigger.
- Refactored `CombatEngine.js` and `SkillProcessor.js`:
- Removed ad-hoc event pushing for Bloodrage during the attack phase.
- Moved Legion and Bloodrage processing into the `_preBattlePhase` to generate buff events that are animated before combat resolves.
- Added logic to track temporary buffs in `_tempBuffs` for Legion.
- Enhanced `BattleScene.js`:
- Implemented new animations for Legion (cycling flexing arm sprite) and Bloodrage (pulsing red sprite).
- Added support for restoring and re-applying Drain effects during the pre-battle display phase to ensure correct visual state before animation.
- Updated sound loading in `BootScene.js` for new `legion` and `bloodrage` effects.
Refactor pack system to faction-specific packs with slot-based drops
- Split standard pack into 5 faction-specific packs (imperial, raider, bloodthirsty, xeno, righteous)
- Each pack has 3 guaranteed common slots + 1 special slot with tiered rarity distribution
- Packs unlock by completing their respective campaign missions
- Updated StoreScene to display faction colors, unlock status, and support pack opening animations
Fix bloodpact skill trigger timing and mechanics
- Changed bloodpact from preBattle to preAttack trigger (now fires per attack instead of once per turn)
- Reduced HP cost to 50% of value (was 100%), maintaining same ATK gain
- Moved bloodpact processing from _collectPreBattleFires to _buildPendingAttacks
- Added death check for self-killed cards during preAttack phase
Update drain skill description and trigger
- Changed drain from preBattle to preAttack trigger
- Updated description to clarify it targets the opposing card and its neighbors
Add fusion activation video and enhanced reveal effects
- Added forge2.mp4 for fusion animation (swaps with idle forge during activation)
- Implemented 3-phase energy vortex effect: particle streams, lightning bolts, convergence flash
- Faction-colored effects based on selected stack's faction
Update attack spritesheet and card data
- Updated attacks.png/psd with new bloodpact visual (frame 24)
- Changed all bloodpact skill triggers in cards.json from preBattle to preAttack
```
Updated CollectionScene, DeckBuilderScene, and FusionScene to pass the current player level (this.save.level) instead of hardcoded level 1 when creating card instances for display. This ensures cards shown in collection views, deck builder previews, and fusion interfaces reflect their actual stats based on the player's progression.
- **Data Updates**:
- `cards.json`: Changed a skill from `rally` (preBattle) to `strike` (preAttack) with global effect.
- `missions.json`: Swapped opponent cards in the raider mission roster (`raider_berserker_1` -> `raider_grunt_1`, `raider_reaver_1` -> `raider_scout_1`).
- **DeckBuilderScene.js Enhancements**:
- **Visual Feedback**: Distinguishes between "unavailable" (greyed out) and "deck full" states. Cards remain visible when the deck is full, but the Add button turns red.
- **Fusion Lab Integration**: Adds a pulsing "Fusion Available" overlay on assault cards where the player has 3+ spare copies, linking directly to the `FusionScene`.
- **Button States**: Refined Add button logic to display specific messages for available, deck-full, and unavailable states with corresponding colors.