- 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.
- 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.
- 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
```
- Change `drain` skill trigger from `preAttack` to `preBattle`, resolving it against the opposing lane/commander before attacks begin.
- Update combat engine to collect and emit `drainFires` in the pre-battle sequence, including death events for drained targets.
- Rebalance card stats across all factions with higher attack/health/armor values and scaled skill magnitudes to match new combat pacing.
- Improve UI label positioning for ATK/ARM/HP on CardObject to handle dynamic text widths.
- 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
- **Combat Logic**: Refactored `swipe` to trigger on `preAttack`, dealing damage to all enemy cards and the commander while ignoring armor. Updated `data/skills.json` and card definitions in `data/cards.json` accordingly.
- **Animation**: Added `_animateSwipeSequence` in `BattleScene.js`. The animation spawns a rotating sprite (index 20) that flies sequentially to each target, playing impact sounds (`sfx_swipe_02`) and triggering HP loss/death animations per target.
- **Assets**: Added new audio files (`swipe_01.mp3`, `swipe_02.mp3`) and UI images for factions (`bloodthirsty`, `imperial`, `raider`). Updated the attack spritesheet.
- **Collection Scene**: Overhauled `CollectionScene.js` with a modern UI featuring:
- Filterable, scrollable card grid with hover tilt effects.
- Interactive card selection showing a large showcase view.
- CRT-style terminal that types out detailed card stats and skill descriptions character-by-character.
Add a new `all` modifier to skills (`strike`, `pierce`, `mortar`, `rally`, `heal`, `enfeeble`, `weaken`, `rupture`) that targets all valid enemies or allies instead of a single target. This includes:
- **Data Layer**: Updated cards.json with expanded skill definitions and added new cards (Imperial Guardian, Pillager, Marauder). Added `allDescription` and `supportsAll` flags to skills.json.
- **Combat Logic**: Extended SkillProcessor and CombatEngine to handle "all" variants, managing parallel state updates for HP, armor, attack stats, and buffs/debuffs across multiple targets.
- **Visuals**: Implemented new animation sequences in BattleScene for area-of-effect skills (parallel projectiles, shared sound effects) and updated CardTooltip/CardObject to display the "all" modifier.
- **Audio**: Introduced a shuffled battle music playlist that cycles through multiple tracks during combat, resuming main menu music upon exit.
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
Refactor combat flow to separate preBattle (buffs/siege/protect) and attack phases. Introduce `preAttack` and `postAttack` events to handle temporary armor modifications (pierce) and restores.
Key changes:
- **Data Updates**: Updated `cards.json` and `skills.json` to reflect new triggers (`preBattle`, `preAttack`) for skills like Pierce, Protect, Siege, and Counter. Adjusted stats for Imperial Assault card.
- **Combat Logic**: Modified `CombatEngine.js` to process preBattle buffs sequentially (rally, siege, protect) and handle pierce armor reduction/restoration logic.
- **Skill Processor**: Updated `SkillProcessor.js` to implement positional logic for Protect (self + neighbors), direct armor reduction for Pierce, and counter damage calculation.
- **Animations**: Added new animation methods in `CardObject.js` (`animateArmorLoss`, `animateArmorGain`) and `BattleScene.js` to visualize:
- **Pierce**: Projectile flying to target with armor drop animation, restored after attack.
- **Protect**: Shields rising on source and flying to neighbors with armor gain animation.
- **Siege**: Launcher overlay, missile arc trajectory, and explosion impact.
- **Counter**: Spike projectile fired at impact during the attack hold phase.
- **Deck Builder**: Overhauled `DeckBuilderScene.js` with a scrollable card grid, faction/rarity filters, and improved deck management UI (owned/used counts).
- **Combat Logic**: Changed `siege` skill trigger from `on_attack` to `preBattle`.
- **Engine Updates**: Modified `_collectPreBattleBuffs` (renamed to `_collectPreBattleFires`) in `CombatEngine.js` to capture and log siege damage events separately from buffs.
- **Skill Processor**: Updated `SkillProcessor.js` to record `siegeTarget` and `siegeDamage` in the context for event logging.
- **Data Updates**: Adjusted descriptions and triggers in `cards.json` and `skills.json`.
- **UI**: Added a "Toggle Fullscreen" button to the Main Menu with state-aware labeling.
- Updated `cards.json` and `skills.json` to define `preBattle` (Rally) and `preAttack` (Strike, Mortar) triggers with new descriptions.
- Added `_preBattlePhase` in `CombatEngine.js` to process Rally skills before combat, tracking temporary buffs on cards.
- Added `_postBattlePhase` to remove temporary buffs after combat resolves, ensuring stat changes are cleared for the next turn.
- Modified `SkillProcessor.js` to handle `Strike`, `Mortar`, and `Rally` logic with context data for animation targets and damage values.
- Implemented `_onPreAttackStep` in `BattleScene.js` to sequence animations before the main attack:
- `_animateMortarFire`: Flies a mortar shell in an arc, explodes on impact, and handles HP loss/death.
- `_animateStrikeFire`: Launches a missile at the opposing lane/commander with similar impact effects.
- `_animateRallyBuff`: Animates a flag flying between cards to visualize ATK gains.
- Updated `CardObject.js` `animateHPLoss` to accept explicit `fromHP`/`toHP` arguments, ensuring correct display values during multi-step damage sequences.
- Added `_playSkillExplosion` for consistent impact visual effects during skill resolution.
- Adjusted attack flow to pause for pre-attack animations before the standard card clash sequence.
- Added `playerGoesFirst` state to `CombatEngine` to alternate turn order each round.
- Updated `beginTurn` and `beginCommit` to handle AI deployment based on the current initiative (opponent deploys first if they have initiative, otherwise after the player).
- Modified `_buildPendingAttacks` to respect the alternating attack order.
- Added `animateHPLoss` to `CardObject.js` for a visual HP reduction animation similar to the Berserk gain effect.
- Enhanced `_animateAttack` in `BattleScene.js`:
- Integrated sprite animations for attacks (gun turret) and explosions using new spritesheets.
- Synchronized HP loss and Berserk gain animations with the attack sprite completion.
- Added an "Attacks First" indicator icon next to the commander of the side with initiative.
- Updated `BootScene.js` to load the new `attacksFirst` UI image and `attacks` spritesheet.
- Updated `cards.json` and `skills.json` to trigger Berserk on damage dealt (`on_attack`) instead of on kill, adjusting descriptions accordingly.
- Modified `CombatEngine.js` to emit a `berserk` event after successful attacks and removed the previous kill-based logic.
- Enhanced `SkillProcessor.js` to apply Berserk attack power gains only when damage is dealt during an attack.
- Added `animateBerserkGain` in `CardObject.js` to visually display the ATK increase with scaling, a "+N" label, and smooth transitions.
- Overhauled `_animateAttack` in `BattleScene.js`:
- Cards now slide to the center and scale up during attacks, then return to their original positions.
- Added a "VS" image that appears between cards during the clash.
- Synchronized particle bursts, shakes, and damage numbers with the new centered animation timing.
- Integrated Berserk gain animation into the attack flow, rewinding ATK text before animating the increase.
- Added `vs.png` asset loading in `BootScene.js`.
- Split `commitPlayerDeploy` into `beginCommit`, `processNextAttack`, and `finalizeCommit` to enable per-attack animation control.
- Introduce `_pendingAttacks` queue in CombatEngine to sequence attacks one by one, allowing the UI to react to intermediate damage (e.g., counter-kills).
- Refactor BattleScene commander rendering into persistent Containers (`commanderObjects`) that support live `refresh()` for HP/stats updates during combat.
- Update `_animateAttack` to handle commander targets and skip scale-back animations for dead cards, deferring cleanup to `_refreshCardAfterAttack`.
- Implement recursive attack loop in `_processNextAttackStep` that drives the battle forward, updating visuals immediately after each hit before proceeding.
- Split CombatEngine.stepTurn() into beginTurn() (draw + AI deploy) and commitPlayerDeploy() (player choice + combat resolution).
- Add a card picker UI in BattleScene for player deployment, with pass option.
- Implement phased animations: deploy scale-in, sequential attack sequences with enlarged cards, particle bursts, shake/flash on defender, and floating damage numbers.
- Update CardObject to scale fonts/layout with card size and show ATK/HP/ARM/DLY stats plus skills text.
- Adjust battlefield layout constants (lane positions/commander column) and UI button placements for the new flow.