A returning player's slip now lists what happened while they were away
— "Automaton took your treasure.", "You lost 3 life.", "It's your
turn." — each fact opening the catch-up reel at its moment, read from
the missed steps as the server redacted them for that seat; when
nothing touched them it says what each wizard was up to instead. The
reel gains a timeline: a tick per move in the mover's color, taller
where a turn begins, a blow lands, or gold changes hands, and any tick
jumps the reel there.
The chronicle takes a filter — All, Game, Table talk — with an unread
count on the talk that arrived while the casting panel covered it (a
wizard's own words never count), a peek at the latest line above the
composer while the panel is up, and the composer itself no longer
leaves when a response is owed.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The attack on the stack has always shown its line; a creation or a
curse resolved in the same breath showed nothing, so a legal aim
through a Visionstone and out a lettered opening (PPL7, move 309)
looked like a cheat. The line a cast was accepted on — plain, through
the one wall a VISIONSTONE dissolves, or AROUND THE CORNER's two legs —
now draws on the live board for a few seconds and on that move of any
reel, traced after the fact so the cast's own dust cloud cannot blind it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
One shared motion policy: the OS's reduce-motion setting, read live
through Svelte's own media query, folds into the flourishes switch.
Under it the board plays no flourishes, the reel skips its die
interlude and slate wipes, bodies jump between squares instead of
gliding, the canvas holds its ambient shimmers still, and the camera
cuts wherever the director would have panned — in the cockpit as in
the reel, so the eye still lands on what the director chose to watch.
Timers and animation frames are cleared when the policy flips or the
pane closes. A first turn and two reels stepped clean under the
setting with no errors.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two blind reviews of everything since the last pass (afa0e17), every
finding checked against the code, no behavior changed: all thirty
scene goldens match without a re-bless and the engine suite is
untouched.
Reel and renderer: the camera's look-down rule is stated once, beside
LOOK_DOWN, instead of twice in the effect; the empty aim branch that
stood where a cutaway used to be is gone (the guard it implied is now
explicit); the pit events and the punch are handled by their own
types, not through "in" casts; smoothstep is one export used by every
tween instead of eleven inline copies; the two floor rings share one
painter; project() takes a Billboard instead of a third hand-typed
copy of its fields; the strides-left figure and the web rim no longer
shadow the reel's steps and the pane's fx; the die card's verdict is
built from events, not by matching an emoji; the workshop asks for the
hover cue by name instead of passing an empty click handler.
Server and engine: one requestBase() for the origin, one slug pattern
in store.ts gating both the clip page and its files, one 404 for both;
LOOPBACK sits above its only caller; doCounteract names what a counter
is played against once; fearCells sits beside its own docblock rather
than between sightedCellsFor and its.
Deploy: chromiumExe, the private server, ffmpeg, and the reel rewind
live in deploy/lib/harness.mjs, shared by the gate, the recorder, and
the card cutter instead of pasted three times; the recorder drops its
duplicate frame counters and names its poster settle; the card uses the
gallery's exact gold; the one-time Sentry URL bootstrap leaves
deploy.sh; the backup comment states the rule rather than the incident.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Springing the Trap never showed its fireball: Rival stepped into the
watched corridor facing the way he walked, and the ambush's fireball
flew in from the mouth behind him while only the caption told of it.
The director now aims at incoming magic and punches — the caster's or
attacker's square, straight or through a mouth — and a stride that
ends with something to watch turns once more after the walk, the
slate holding the outcome until the eyes face it. The fireball comes
through the wormhole at the camera, then the blow lands.
The trap's first beat re-blessed for it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The Warp Sniper cut to another angle the moment the fireball landed,
though the caster could see the whole thing: the director counted a
warp mouth before the target as blocked sight. Sight threads warps as
the rules say, and now the camera does too. director.sightline finds
the heading that actually sees a point — straight, or through a mouth
by aiming at the target's position in the far room and asking whether
the bent ray reaches it — and both the aim and the turn-toward-the-
actor rules use it. Only a point no ray reaches earns the cutaway.
Warp Sniper's second beat re-blessed: Wanderer's eyes now find Rival
through the mouth as the turn passes to him.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
A day of Eric watching the clips as a newcomer would.
The camera can pitch: FirstPerson takes a `pitch` that shears the
horizon up the pane (walls center on it, the eye stays half a wall
high), so the ground at the pane's foot comes within half a cell. The
director uses it for deeds at your own feet — a conjuration on your
square, a treasure taken up, the pit you fell down — instead of the
cutaway that stepped outside your body.
Everything shows through a warp. The floor pass now runs between the
cast and the wall draw, so a column that bent through a mouth maps its
ground through the warp's rigid motion and wears the far room's decals
— the pit past the wormhole included — under the same violet haze as
its walls.
A wizard down a pit is public (inPit on the player view), drawn sunk to
the floor line in first person and dimmed on the board. A body sharing
your square, which had no depth to draw at, stands right in front of
you. A pit leap glides like a shove instead of cutting. And the
director's blocked-sight test no longer counts a warp BEYOND the
target as a block, nor stands a cutaway camera inside another wizard's
square — the pair that put Wanderer's face across the whole pane.
The reel stops for a die: a card over the held world names who rolls
and for what, tumbles the faces on the reel's own clock, lands the
roll, and only then plays the outcome; the beat, the fx, the glides
and the camera all wait it out. A punch by you drives a fist into the
scene; one at you comes at the camera; both land with a comic POW.
film-clips rolls until the reel's last move rather than a fixed count,
and the gate settles longer on a step whose caption rolls a die. All
thirty goldens re-blessed.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two things for a viewer who has never seen the game. When the reel's
pov passes to another wizard, the cut used to be instant — one wizard
apparently teleporting. Now a slate wipes across the pane: a dark band
sweeps in over the old sight, holds with the new wizard's standee and
THROUGH THE EYES OF <name>, and sweeps off to reveal theirs. It is an
FpFx ("slate") drawn by the renderer on the reel's own clock, so the
harness and the film see the same frames.
The caption grows a right-hand column: strides left to spend this turn
as a countdown, ♥ life, and chips for what the wizard carries,
displays, or suffers — a treasure, displayed cards, spells on them
with turns remaining, lost turns, banked Pass Wall, attack spent. The
save-video composite carries the same column.
All thirty scene goldens re-blessed: the caption is inside every
frame. The 3D panes are pixel-identical to the previous goldens.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
A ray threads a warp and keeps counting; a body cannot. Both cutaway
cameras (reel and live pane) backed down deepestFacing's corridor,
which meant a mouth-adjacent shot could measure its backing room
THROUGH the warp and park the eye off the board — a second of smeared
nothing whenever someone stepped a rim warp. cutawayStand now measures
standable ground, clamping warped rays at the mouth, so the shot stands
on real floor watching the veil instead.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
Third pass, scoped from 7a32370. Three blind reviewers (engine, web,
server/tools) each concluded the work is coherent engineering with
seam-level tells; every finding was verified before touching a line.
Session biography left the comments: the bot brain's heuristics no
longer cite the opponent who taught them, the RNRX coma parenthetical
and the thief-chase citation are gone, the seat-wallet comments state
their invariants without the war stories, and process-named test
groups now name the behaviors they pin. The incident record lives
where history belongs — commit messages and the ledgers.
Structural dedup: one VISIONSTONE one-edge-sight loop serves both
LOS paths; one creature-arrival touch handler serves walking and
warp-stepping (error text aligned); one facingWedge helper draws both
keymap ribbons; one spriteVisibleInCol rule serves the draw pass and
the hover test (which also stops re-sorting per pointermove); and
deepestFacing joins the director, replacing four copied scans.
Test hardening exposed real rot the tells were hiding: the tight
CreatureState cast caught two literals with a bogus field masking
three missing ones; the number-hoarding rig had NEVER run (its
column didn't exist on seed 42 — it now carves its own geometry);
the bank-guard rig now drives the whole table to an arrival
assertion; the bent-trace test walls off straight sight so the bend
must answer. Silent `return`-on-rig-failure became loud throws, and
can-never-fail assertions were removed.
Sweep-up: the eyeTurn ghost comment, the stacked leave() doc
comments (leave now delegates to leaveLocal), the dead ternary in
the seat client, the kick handler's name-coercion drift, kick ledger
lines gain timestamps, archiveRoomFile reuses fileFor, the RULES_REV
alias retires in favor of the engine constant, hitTest un-exports,
the NUL-sentinel hover shape becomes an honest "none" variant, and
the steering holds get named constants. The bezel's stride cluster
also centers per the table's note.
288 tests, 24 ledgers verified, all workspaces typecheck.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
A pane above the board plays the game through your own eyes while you
play it — the board below stays the tactical truth. One new module,
fpv/director.ts, extracts the reel's directorial instincts (the aim
ladder, the hurl test, the glide gatherer) so the replay and the live
pane share one eye and can never drift; Replay is refactored onto it
unchanged. LiveFirstPerson.svelte feeds the shared FirstPerson
renderer from the live event stream: every batch plays through the
same fx pipeline as the instant replay — projectiles, door swings,
conjurations growing — while the camera walks your strides, turns to
your aims and to actors in your sight, cuts away (with your own body
in frame) to deeds beyond it, and never idles nose-to-brick. Bodies
glide between server views. A ✕ hides the pane; the liveFp preference
(on by default) brings it back.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three blind reviews over the first-person arc, every finding verified
against the source. History-narrating comments made timeless or cut;
the stacked BUDDY comment collapsed to one voice. Dead code out: the
orphaned FACE copy, the DIR_ANGLE duplicate, the dead loop-counter
poke, the impossible-state sentinel. The never-produced "warp" hit
kind resolved the right way — warp mouths now hang a translucent veil
of the painted warp texture, so art that never rendered finally does.
Types tightened (SlabStrike named once, ShareData rides CatchUpStep,
botTier loses its casts), the gallery reads MATERIALS instead of a
hand-copied list, the chronicle resets through one helper, a
superseded share mint rejects instead of stranding, and the conjured
safe gains the growth key its siblings had. Tests lose a triple
assignment, a tautology, and two self-swallowing regex alternatives.
The sprite spec — which still told the artist to paint for additive
compositing the renderer no longer uses — now describes the renderer
that exists.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every reel caption now carries the acting wizard's standee at its left
— the same token art the board plays with, framed in the caption's own
ink — and the burned-in video caption bar gets the portrait too, so a
shared clip names its actors by face as well as by name.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eric caught the whole-game reel opening in the wrong head: turn zero's
turnStarted fires in the deal, before any step, so the boundary scan
found nothing and fell back to the share's pov prop — the WINNER, whose
eyes then watched the first player's whole turn from across the maze.
When no boundary precedes the current step, the owner is now read from
the reel's first turnEnded, which turn zero always contains.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
treasureDropped and objectDropped played as nothing — the gold simply
teleported from chest to floor between frames. A drop now glints (the
spark blooming where it lands, a beat after the blow when combat
knocked it loose), and a wizard dropping at their own feet takes the
cutaway: a third-person shot of them setting the prize down — or
spilling it. When the reel's wizard strikes the spill loose from
someone else, the attack-facing already has the victim in frame, so
the treasure falls on camera.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eric asked what else happens off-camera, and the audit found a family:
a wizard's creature marching or clawing, objects dragged from afar,
punches (always same-square, so also invisible), treasure grabbed at
one's own feet, the Thumb of God's landing. Rather than patch each,
one rule retires the class: when nothing else aims the reel's own
wizard's step, the camera aims wherever the fx layer is about to play
its first impact or projectile landing — so every effect that exists,
and every one added later, gets watched by construction. Creature
marches and treasure grabs (which play no fx) get explicit aim rungs;
own-square deeds keep taking the cutaway.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two A9WK summons — fire imp, shadow — landed on their casters' OWN
squares: no turn can face your own feet, and a creature in your own
cell is closer than the near plane, so both materialized invisibly.
The aim now reads creatureCreated (the summon's true landing, whatever
the cast's target says), and a deed on the wizard's own square takes
the CUTAWAY: the camera steps outside, stands down the deepest
corridor, and — for cutaway frames only — the reel's own wizard
renders too, so you watch the imp grow at your own feet with yourself
in the shot.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eric's rosebush-through-a-wall, hunted to two roots. A camera-facing
billboard viewed obliquely rotates out of its square, so cell-bound
volumes are now windowed to the exact segment where their plane
crosses their own cell — no end may paint beyond it. And the real
smoking gun: the near-bias that lets a hedge win the tie against the
wizard standing in it was applied to the OCCLUSION depth too, letting
the hedge cheat a fifth of a cell through any neighboring wall. The
bias now orders sprites among themselves only; walls always judge the
true depth.
Also answered: edge-deeds turn the head. Picking or jamming a lock,
unlocking with the Master Key, raising or razing or drowning a wall —
any edge-bearing deed by the reel's own wizard now aims the camera at
that edge's midpoint before the outcome shows, same as any other
target.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Nothing appears fully-formed anymore. Summoned creatures and conjured
terrain volumes scale up from a sliver, bottom-anchored, as if growing
out of the floor. Conjured SOLIDS — walls, firewalls, stone, and yes,
illusion walls for whoever they fool — RISE: while growing, the rays
pass over them so the room behind stays visible, and the renderer
draws the young face climbing bottom-up with violet swirls running
across it, solidifying as it tops out. Every creation also blooms the
shimmer at its cell. The growth is driven through the fx channel, so
the director's slate applies: things grow only once the camera faces
them.
Two camera notes squared away en route: the slate-setter read back the
state it had just written, registering itself as its own dependency
(an update-depth ping-pong under fast stepping) — locals now; and a
reel whose FINAL step strides into a corner gets one more turn after
the walk lands, to a view worth ending on.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eric dispelled an object and it un-rendered off-screen, before the
camera had turned to look. The reel now sequences like a director:
each step the camera writes a slate — how long the PREVIOUS world
stays on screen while the eyes turn toward the recipient — and both
the view swap and the step's effects reveal together when the turn
lands. Cutaways hold a beat of the world-before too, so a thing
destroyed across the maze is SEEN existing, then seen ending. Cuts
that open the reel still reveal at once.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The audit Eric called for, delivered whole. Open doors are DOORWAYS
now: stone jamb posts at both ends and a lintel hung across the top
(paintable as textures/doorframe.png), the way through open to the eye.
Battle damage shows — the engine's per-edge wallDamage wears painted
cracks into any wall, heavier as harm mounts. The wall safe stands as
a strongbox volume instead of a flat token. Hedges take root: an
underbrush floor decal covers the whole square beneath them (Eric's
report — a billboard at center depth can't reach the floor trapezoid's
near edge), and the hedge itself widens past the cell. Rubble
stretches across the fallen wall's full gap, corner piles landing at
the posts, exactly as its art was painted.
The first-person effect gaps close: victory now throws SIX fireworks
climbing over the winner's home with gold washing the screen; sector
rotations flash violet and heave the whole world; the Thumb of God
lands with a burst and a shudder; walls conjured from nothing rise in
stone dust; and every hazard pratfall plays — pit falls (with a dark
drop and jolt for the faller's own eyes), ooze slips, tack yelps,
thorn snaps, slime, dust. Dying in first person fades long and dark.
And the whole tale travels: a finished game's full replay carries the
share button too — turn -1 mints a link to every turn of the game,
each through its wizard's own eyes, titled for the winner's triumph.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The wraith reel still ended in a wall, and the ledger showed why: its
final step CUTS home from the cutaway at the summon site — a nine-cell
leap — and the camera read that leap as a walk, faced along it into
the masonry, and counted itself aimed, which silenced the closing-shot
rescue. Leaps no longer set facing: any step that will cut computes
willCut first, strides only turn the eyes within a stride's reach, and
a cut that lands with nothing aimed always re-picks its view from the
new position. The wraith turn now closes down a corridor with the
wraith itself in frame.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A reel that ends nose-to-brick ends badly — especially recorded. On
the final step the idle-gaze rescue raises its standard (a wall inside
1.2 cells is a bad last frame) and scores the four cardinals by more
than corridor depth: a visible wizard or creature weighs most, loose
treasure half, each behind a real line-of-sight check. The camera
turns once to the best view and only if one clearly beats what it has
— a wizard walled in on every side keeps its poor view rather than
hunting forever.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"You draw Waterbolt" belongs in the chronicle, not on a replay whose
canvas gets recorded and passed around — the reel's captions now skip
the private-draw events (drawn, dealt, stolen) and say only how many.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eric's rule, applied everywhere: every reel — moment, catch-up, whole
tale — follows the wizard whose turn it is, the pov switching at each
handover as boundaries scroll past. And the J8LL mystery dies with it:
turn zero's opening boundary lives in the DEAL, before any command, so
scanning a moment's steps found the NEXT turn's start instead and put
the camera in the wrong wizard's head. momentSteps now names the owner
from the very boundary that opened the turn — counted through the deal
— and carries it to the client and the share page, where it also fixes
the same latent mis-titling.
Also aboard: the cutaway shot. When the eyes aim at something they
cannot see — a wraith summoned across the maze, a spell through walls —
the camera cuts to the target's cell for that beat, standing back down
its deepest corridor, and cuts home on the next step. The wraith no
longer materializes off-screen.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The share button lands on the instant replay. One click mints a slug —
persistent, unguessable, one per (room, turn) — and copies a /watch
link anyone can open: the server rebuilds exactly that turn for the
nameless SPECTATOR, public knowledge only, none of the rest of the
game visible. The page arrives with its OpenGraph card pre-baked into
the head (crawlers never run the app): the turn's title and round in
the text, and an og.png of the maze itself — cells, walls, doors, warp
mouths, homes, standees — painted server-side and PNG-encoded with
nothing but node's own zlib. The viewer page wears its chrome: the
WIZ-WAR masthead linking home, the turn's title, the reel opening
straight into the turn-owner's eyes with a "watch it again" loop, and
a footer that says what this table is and deals the visitor in.
The share page loads as its own entry so a shared link never drags the
full app's socket appetite along; the reel's modal scrim learns to
stand in a page instead of over one.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two more camera flaws, read straight out of A9WK's clip against its
ledger. The reel's first run measured the leap from the camera's
uninitialized origin as a stride and FACED ALONG IT — an arbitrary
heading that landed nose-first in a wall, and counted as aimed, so the
corridor fallback never ran. A stride only turns the eyes once the
camera is real. And idle beats are rescued generally: whenever nothing
aims the eyes and they would sit staring at a wall closer than a
stride, they turn down the deepest corridor instead — so pacing into a
dead-end cell no longer parks the whole screen inside brick.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A9WK's clip showed the flaw: a turn owner who casts without moving left
the camera staring into the wall its default heading happened to face,
for the whole turn. The facing ladder grows two rungs: the eyes turn
toward their OWN magic — a cast's target or cell, an attack's defender,
a thrown object's landing — and when a reel opens on a stationary
wizard with nothing to aim at, the camera faces the longest corridor
from where they stand instead of hardcoded east.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Hitting record used to capture from wherever the reel stood — at the
end, the auto-stop fired a beat later and saved one second of the
final frame. Recording now rewinds to the top and rolls the whole
reel. And the container asks for MP4 (H.264) first, the format every
phone and platform plays, keeping WebM only where the browser cannot
mux it; the extension follows the container.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Entertainment polish for the instant replay, all through one wizard's
eyes. Doors now slide open along their own edge — Wolf3D style — when
anyone steps through in a reel, hold for the crossing, and swing shut;
the raycaster takes a per-edge openness map and doors carry their
texture with them, leaving a sliver of jamb at the far post. A wall
that dies bursts into stone and shakes the camera, then leaves a mound
of rubble at the fallen edge for the rest of the reel (a tenth
paintable sprite, drawn opaque — debris, not light). Jammed locks
seethe: a rusty pulse across the wood, keyed off the view's own door
states. Walking THROUGH a wall shimmers on both faces and washes the
walker's own screen stone-gray. And every home base wears its owner's
emblem on the flagstones — a near-white paintable overlay tinted by
wizard color per cell in the floor cast.
Testing surfaced a real ghost: a body standing near a far warp mouth
also rendered at its virtual position, which can overlap real
corridors — the depth buffer alone cannot clip it. Every column now
remembers whether its ray bent, and a sprite draws only where its warp
side matches the column's; projectile legs carry the same flag.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The dream feature lands, behind a preference that ships off for now.
The chronicle's lines grow structure — each knows its turn, counted by
the same boundary events on both ends of the wire (the server counts
the deal's own events too, or every number would sit one turn behind).
The first notable line of a turn — combat, spectacle, a targeted cast
— wears a small eye; clicking it asks the server for that one turn's
steps, rebuilt and redacted like any reel, and the replay opens
STRAIGHT into first person through the eyes of the wizard whose turn
it was: their position, the viewer's knowledge, nothing private leaked.
It plays that turn and stops. Save-video and the board toggle come
along for free.
Two camera bugs die with it: the replay tween effect tracked its own
writes, restarting the ease every frame until walks decayed into the
slow wall-piercing drift Eric saw — untracked reads run one tween per
step now. And the reel camera follows whichever eyes the reel wears,
not always your own.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three polishes aimed at the instant-replay dream. Other wizards and
creatures now GLIDE between steps in first person instead of blinking
cell to cell — a stride tweens, a teleport still simply arrives. A
projectile whose sight line runs through a warp now flies as two
simultaneous legs under the mouths' rigid motion, so the fireball
plunges into the opening on one side and bursts from the pair on the
other, whichever room the camera stands in. And the saved video is no
longer a bare canvas grab: it composites into a shareable 1280x720
frame with the step's caption burned in — gold actor name, the reel's
own words — and the game's name in the corner, so a clip passed along
explains itself.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The reel's first-person mode now shows the fight, not just the rooms.
The board flourishes' event map is recast into world space (fx3d):
fireballs, bolts, and thrown things streak caster to target as glowing
billboards; landings swell and fade; blows that land on YOU wash the
screen red and jolt the camera; warp-steps and teleports flash violet;
a hurled body glides fast and straight with its eyes held steady. Nine
paintable conjuration sprites ship at public/fx3d (spec for the artist
in research/), shown in the token workshop beside the masonry.
Three rough edges sharpened along the way: sprites now project through
warp mouths under the same rigid motion the rays use, clipped by the
depth buffer to the opening; fire and warp surfaces pull a different
texture slice per world cell so a long blaze reads as one; and the
replay camera only turns toward an actor its eyes could actually see.
Two more gifts: the reel can record its first-person canvas straight
to a downloadable WebM (⏺ save video), and the About tab now shows
visitors the way into the three workshops.
One buried mine defused: rAF hands frame-start times that can precede
the tween's own clock, and a zero-length turn divided by it — one NaN
facing poisoned every ray black and re-triggered the camera effect
forever. The tween clamps and guards its phases now.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sight now runs THROUGH the warps as the rules say: a ray reaching a
mouth re-enters at its pair and marches on, the far side swimming in
violet haze. The floor's furniture joins the scene — bushes stand tall,
safes squat, slime and tacks and pits lie low, dropped daggers glint.
And the replay reel gains a 👁 toggle: relive the catch-up or the whole
tale through your wizard's eyes, the camera turning before it strides,
easing between cells, cutting on teleports, and turning toward whoever
acted while you stood still. The /?fpv workshop grows &demo=1 — two
automatons play a stretch and the real Replay component reruns it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A ⚙ preferences slip in the masthead, saved to this device:
- Token art, all or nothing: the photographed cardboard or the
hand-drawn vectors (the workshop's per-category query params stay as
the undocumented editing override).
- Ending a turn on a lone grabbable treasure picks it up on the way
out — never on your own home, never when two share the square.
- Spell flourishes on or off, honored by the live board and the
replay reel alike (trap notices still fire; they are information).
Preferences change what you see or what routine commands the client
sends for you — never what is legal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Rules rev 23 — IDIOT, per the card and FAQ:
- No handling items: pick up / drop of treasures and objects refused
(dropping was the exploit: capturing a stolen treasure on your own home,
or dropping your own treasure underfoot for an instant cure)
- No punching, no thrown dagger / large rock (attacks on players)
- No effect on a victim already carrying one of their own treasures
Ungated (permissive): counteractions are now castable while idiotized (the
one thing the card expressly allows — the gate wrongly blocked them), and
goal-aiding spells (IDIOT_AIDS: destroy-wall, teleport, mad-dash, ...) per
the FAQ's 'you could, however, destroy a wall'.
Sight tracing: while an LOS attack sits on the stack, the board draws the
line it traveled — straight when direct, leg by leg through both warp
mouths (with pulsing rings) when the maze's wraparound carried it. Engine
traceSight/traceSightFor/stackSightTrace; overlay in Board.svelte; shown
live and in replays. Verified against H3PC's cross-board Idiot cast.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Scoped to everything since the last pass (3308850). Three blind
reviews, every finding verified before touching anything.
Confirmed and fixed: two identical comment-splitting insertions left
doc comments orphaned from their fields (net and local alike); a
51-line CSS fossil of the pre-extraction inline effects survived in
Board.svelte; the rev-13 miss-roll test asserted tautologies while
its comment claimed a check the code never made — it now proves the
die was consumed, and the skeleton is no longer returned as trollId;
the sprite registry's `as never` silently disabled the completeness
its annotation advertised (now a mapped type, one cast at the
dispatch seam); a dead ternary guarded a union that doesn't exist;
Bolt carried a duplicate .fork rule from a color iteration; fxTtl
contradicted three sprites' real animation lengths; the permanence
sentinel was reinvented as a magic 9000 (the engine now exports
isPermanentDuration); CELL was declared thrice (fx.ts now imports
it); App and Replay ran two divergent fx schedulers (one scheduleFx
now, cancellable — stale flourishes can no longer fire after leaving
a game); TokenArt retried missing files forever; the anti-anti
escape guards merge with the gate asymmetry explained; wall-of-fire's
rev-12 carve-out is marked; overLimit ignored a displayed BRAINSTONE
(bots over-discarded by two); botRemark's header mis-stated its own
branches; deliverGold fired on any drop, not a home-base delivery;
escape and win banter never fired from the steps that carry them.
Rejected: "as a human would" (house voice); FxGallery's dev-harness
framing (trimmed one plea, kept the facts).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replay steps carry the same events the live table saw, so the spells
flare on catch-up reels and whole-game replays alike — retroactively:
stored games re-derive their events on replay, so every fireball ever
thrown bursts again. Step changes clear pending effects so scrubbing
backward does not smear.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A say-box under the chronicle sends table talk to the room; messages
land in the event log itself, styled as parchment asides — banter
between the battle lines, the way it happens at a real table. Talk is
seat-authenticated, stripped and capped at 300 chars, rate-limited by
the existing bucket, persisted as chat lines in the room file (the
game replay ignores them; the room keeps its last 500), and replayed
to anyone joining. Async games get unread badges in the lobby ledger
(💬3), cleared by watching the table, and catch-up replays speak the
lines at the step where they were said. Public to the whole room, no
whispers — and no chat in hotseat, where the table talks for itself.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The seed + command log has been the whole game all along; now it can
be watched. Finished games offer "⟲ Watch the whole game" beside the
face-up hands: the server replays every command from seq 0 through
the same redacted catch-up pipeline (the 200-step window remains a
live-game courtesy; full replays wait for the game to finish), and
the reel plays it titled "The whole tale, from the deal" with new
1×/2×/4× speed controls for the long tellings. Each viewer rewatches
from their own seat — hidden information stays hidden in the retelling
exactly as it was at the table.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"While you were away": returning to a game with unseen moves shows a
banner — "You missed N moves. Watch what happened" — that opens a
replay reel. The server rebuilds the game and captures a redacted
per-move view for the viewer (own hand only, capped at the last 200
moves); the client plays the reel on a full board with the actor and
humanized events captioned per step, auto-advancing with pause,
step-back/forward, arrow-key control, and skip-to-now. Seen progress
is tracked per room in the browser (every state broadcast now carries
the log sequence), so the banner only appears when there is genuinely
something to watch.
Attention between turns is now named, not just signaled: game
summaries carry WHY a game waits on you — your turn, counteract
(you're being attacked mid-someone-else's-turn), forced discard, or a
pending interruption — the ledger prints it ("UNDER ATTACK —
respond!"), and browser notifications say "you are under attack in
GNSK!" rather than a generic your-turn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>