- 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.
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
```
- 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.
Replaces static backgrounds in CollectionScene, DeckBuilderScene, FusionScene, and StoreScene with a looping "corridors" video. Adds a dark tint overlay (55% opacity) and CRT-style scanlines for visual consistency. Implements state persistence by saving and restoring the video playback time via the scene registry to maintain continuity across scene transitions.
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.