- **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.
- Added 13 new Bloodthirsty cards (common to legendary) including Countess Vireska commander
- Implemented 4 new skills: siphon, drain, bloodpact, and bloodrage with full combat engine support
- Created Chapter 2 campaign (8 missions) with progressive difficulty and unique lore entries
- Added corresponding audio effects (bloodrage.mp3, drain.mp3, siphon.mp3) and card art assets
- Implemented visual animations for all new skills:
- Drain: projectile to primary target + splash damage to neighbors + green heal return particles
- Siphon: blood-red projectile with glow effect that heals attacker
- Bloodpact: red flash for HP loss followed by ATK gain animation (handles self-destruction)
- Bloodrage: red pulse and ATK boost display when below 50% HP
- Updated CombatEngine to handle preBattle death checks (bloodpact can kill cards immediately)
- Modified BattleScene to sequence new skill animations within the combat flow
Adds a 5-level scaling system to all cards with progressively increasing stats and skill values. Introduces a campaign structure with unlock conditions, level requirements, and completion rewards that grant new cards and player level-ups.
Key changes:
- Refactored `data/cards.json` to use a `levels` array for stat progression
- Added `data/campaigns.json` defining 5 faction campaigns with mission lists and rewards
- Updated `CardManager.createInstance()` to accept a level parameter and resolve stats accordingly
- Implemented save migration (v1→v2) to track player level and unlocked campaigns
- Added `CampaignSelectScene` for browsing unlocked campaigns by faction/level
- Added `SkirmishSetupScene` allowing players to choose card levels for skirmishes
- Enhanced combat engine to pass level data to both player and AI decks
- Implemented visual animations for new skills: `enfeeble` (ATK reduction) and `jam` (skill suppression) with floating text feedback
- Updated UI components (Collection, Deck Builder, Store, Fusion) to display Level 1 stats by default