The game has never used token art for edge effects — created walls,
doors and their lock states, fire walls, illusions are all vector edge
treatments. The ten unreferenced file pairs (wall, wall-2, door,
fire-wall, illusion-wall, destroy-wall, jam-lock, lock-gone,
redirection-a/b) are gone from both art sets, and the Token Workshop
gains 'Walls & doors — as the maze draws them': every edge state
(locked, ajar, held, removed, jammed), the standing fire, and both
faces of an illusion, rendered by the same EdgeGlyph / FirewallEdge /
IllusionShimmer components the board mounts. EdgeGlyph is newly
extracted from Board so the display cannot drift.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The symlink into research/ becomes real files: public/tokens-svg now
owns the hand-drawn set, edited in place and served as-is by the dev
server. The research folder is scaffolding with a demolition date,
not a place for shipped assets to live.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The hand-drawn SVG token set wires in behind deliberately
undocumented query params — svgPlayers, svgCreatures, svgTerrain,
svgObjects, each =true — swapping that category's art everywhere it
draws: board tokens, lobby standees, roster. public/tokens-svg
symlinks research/tokens-svg, so under the dev server an edit to the
source art shows on the next refresh, and the production build copies
real files through the link. Nobody finds the door unless handed the
key; the photographed set remains the face of the game.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>