Possession: ride your creature's eyes; the cockpit stops flinching
The pane learns the menagerie. On your turn, a "ride" button appears for each creature you command with moves or claws unspent; mounting seats the camera in its skull facing its longest corridor, hides its own hide from its eyes, and hands it the helm — chevrons and arrows stride IT, an adjacent floor click steps it, and clicking an enemy sharing its square lands its blow. A banner shows the mount's remaining legs; one tap (or the turn passing, or the mount dying) returns you to your own eyes, where the director reseats you fresh. Two cockpit-dignity fixes from live play ride along: a cutaway to your own body now plays only for things done TO you — dropping a dagger no longer flings your eyes out of your skull — and a standing camera is never "rescued" off a wall you deliberately faced; the deepest-corridor default applies only to fresh cuts. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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Claude Fable 5
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@@ -1906,7 +1906,9 @@
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ontarget={fpvTarget} onfacing={(s) => (fpvFacing = s)} {litCells}
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onpickup={(w) => dispatch(w.kind === "treasure"
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? { type: "pickUpTreasure", treasureId: w.id }
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: { type: "pickUpObject", instanceId: w.id })} />
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: { type: "pickUpObject", instanceId: w.id })}
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onCreatureMove={(creatureId, direction) => dispatch({ type: "moveCreature", creatureId, direction })}
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onCreatureAttack={(creatureId, targetId) => dispatch({ type: "creatureAttack", creatureId, targetId })} />
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{/if}
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<Board
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{view}
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