- **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.
- Add `Audiowide-Regular.ttf` and `raidercrusader.ttf` to assets/fonts.
- Update Phaser version to v3.90.0 in index.html.
- Load custom fonts in BootScene.preload().
- Apply `fontFamily: 'Audiowide'` to standard UI text (stats, labels, menus).
- Apply `fontFamily: 'RaiderCrusader'` to prominent titles and large display text (main menu, victory/defeat, pack labels).
- Consistently update text styles in CardObject, CardTooltip, HealthBar, and all scene files.
- 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
- Update `game.js` configuration to 1920x1080 with `Phaser.Scale.FIT` for responsive window resizing.
- Scale all UI elements across scenes (MainMenu, Battle, DeckBuilder, Collection, Store, Fusion) to match the new resolution:
- Increase font sizes by ~35-50% for better readability.
- Enlarge buttons and interactive areas to accommodate the larger viewport.
- Expand card display dimensions in battle and deck management screens.
- Adjust layout coordinates in `BattleScene` to center the 4-lane arena properly on the wider screen.
- Update `BootScene` loading text to center dynamically based on scale dimensions.
- Add project documentation (`CLAUDE.md`) outlining architecture, scene flow, and data models for future contributors.