Commit Graph
531 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5.1 3b52a92cdc Rev 16: BUTT-HEAD's charge is measured as far as its legs reach (K4T3)
Reuben, a goat with a 5 played and eight legs, aimed at a wizard eight
corridor steps away and was told he had no wings. The charge measures
the walk through real corridors, as rev 10 made it, but the walk was
searched only six steps deep and anything past that came back as
unreachable. From rev 16 the search runs as far as the legs do; older
games keep the six-step reading. A test charges seven or eight steps
under both revisions.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-05 18:29:05 -04:00
Eric WagonerandClaude Fable 5.1 0911312f98 A page from before a deploy can still find its chunks, or reload once
Sentry WIZWAR-5: a table open through a deploy asked for the replay
module by its old hashed name, the deploy had deleted it, and the
server answered with the app shell as text/html — "not a valid
JavaScript MIME type". Three guards: deploys keep old chunks for a
week instead of deleting them; a missing asset is a plain 404, never
the shell; and the client reloads once when Vite reports a failed
import, so the live bundle takes over.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-04 20:30:39 -04:00
Eric WagonerandClaude Fable 5.1 fa5a5a07a7 MEGA-MONSTER asks which number to double
The two choices sat in the hint strip with life-points pre-selected,
so a tap on the monster cast before the choice was seen. Tapping the
monster now asks — life-points or movement, with the monster's
current numbers shown — and the cast waits on the answer.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-04 17:25:34 -04:00
Eric WagonerandClaude Fable 5.1 9f98a4fc59 The unasked council's clearing effect watches the turn
It checked its own plain flag first and returned, so the turn was
never read and never tracked; the effect ran once and slept. The turn
is read first now, and the flag is reactive.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-04 17:22:39 -04:00
Eric WagonerandClaude Fable 5.1 e724267b0a BIG MAN pushes around corners; at a fork the pushed wizard chooses
Eric, a giant on his first turn, could only shove a wizard in a
straight line: the engine shoved in the giant's own direction or
refused. The FAQ says otherwise — "If Big Man pushes someone to an
intersection, then the other player gets to decide which direction to
go." Now a pushed wizard leaves by any open side but the way the giant
came. One open side is taken. Several are theirs to choose: the stride
hangs in a pushPending window like the Ward's, the pushed wizard
answers with pushChoice (a dialog offers the ways; an automaton steps
out of the giant's line), and the stride resumes with the answer — a
blinded giant's roll is not rolled twice.

Rounding a corner was a refusal before, so every game may do it now.
Only the case that used to resolve — straight ahead open — keeps its
old reading in games dealt before rev 15; from rev 15 the pushed
wizard chooses there too. Tests pin the corner, the fork's window and
its refusals, and the older reading; 84 ledgers replay.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-04 17:19:34 -04:00
Eric WagonerandClaude Fable 5.1 c6913ea1bc Rev 14: a pit's rim is a ledge, and the walker chooses the way off (GDCN)
The table's reading of CREATE PIT: a thin ledge runs around the rim,
and "jumping over" is edging along it, trying not to fall. So on a 2,
3, or 4 the walker lands on an open square beside the pit — the only
one if there is one, otherwise the one they name (a click on that
square sends `exit` with the move) — and a pit with no way off cannot
be entered from there at all, refused before any die is rolled. The
FAQ's diagonal crossing at an intersection is this rule.

Older games bounced the walker back and charged the stride; they keep
that under their frozen revision, so GDCN's seven bounces replay. The
clockwork's path search treats a pit as a road when any side of its
rim is open and names the exit its path leaves by. Tests pin the fork,
the single way off, the closed pit under both revisions, and the
brain's route.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-04 16:18:42 -04:00
Eric WagonerandClaude Fable 5.1 0750fe3f21 The clockwork minds the pit, the curse, and the shadow (GDCN)
Kestrel's archmage berserker dug a pit at the far mouth of a warp,
then tried to walk through that mouth seven times: each stride landed
on its own pit with a thornbush beyond, the maze bounced it back and
charged the stride, and on the seventh it rolled the 1 and fell in.
Cursed with SLOW DEATH at seven life, it kept drawing two cards a
turn at a point apiece, raised a SHADOW that drinks a point a turn,
and bled to death in three turns.

The path search now refuses a pit it cannot leap beyond — the same
test the maze applies — whether the pit is a waypoint or the goal.
Under SLOW DEATH the end-of-turn draw keeps four life in hand and
draws nothing when it cannot; while bleeding, or at six life or less,
no SHADOW is raised. Three tests pin them.

The chronicle tells the bounce as what it was: "leaps the pit —
nothing to land on beyond it — and teeters back", not a blind blunder
into a wall; and the shadow's last drink no longer trails a zero-damage
line. Brain and chronicle changes only, ungated; 83 ledgers replay.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-04 16:11:42 -04:00
Eric WagonerandClaude Fable 5.1 b92016db51 The unasked council leaves with the turn
Advice offered on a first turn stayed on the sidebar until dismissed,
as advice a player asked for should. Offered advice now clears when
the turn passes; asking again keeps it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-04 16:00:09 -04:00
Eric WagonerandClaude Fable 5.1 2d98393010 The recorder takes one poster per clip
Once written, the poster's countdown fell back to idle while the same
move still showed, re-armed, and overwrote the poster with the next
move — for two scenes, the change-of-eyes wipe. A done flag holds it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 19:39:13 -04:00
Eric WagonerandClaude Fable 5.1 53fba77a55 Eight quality-of-life turns for strangers, newcomers, and veterans
For visitors: the landing shows a clip card of the maze before asking
for a name; "Play now against a clockwork wizard" is one tap from the
landing to the first turn (the room, the seat, and the flip each
follow as the server confirms the last); pass-the-device and seat
transfer fold behind "More ways to play".

For a first game: automatons default to apprentice until this browser
has seen a game through, then step up to adept unless the tier was
picked by hand; the council speaks once unasked on a first turn; a
finished game offers "play again" (the same bots re-seated in a fresh
room) and "share the tale" (the whole replay as a link).

For players who know the box: a House rulings tab in help — what the
digital table does differently, every rulings revision (now exported
from the engine as RULES_REVISIONS, which the deckRev doc block points
at), and the 76 cards the FAQ has spoken on. And the arrow keys and
WASD walk on the board as they already did in the first-person pane.

The recorder's poster settle lengthens to outlast a change-of-eyes
wipe; two cards had caught the title card instead of the maze.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 19:24:46 -04:00
Eric WagonerandClaude Fable 5.1 2b5c2c4884 The visitors digest: who is here, who came today, how far they got
/usr/local/bin/wizwar-visitors.sh prints one screen — live sockets and
rooms touched in the hour, today's traffic row, the names seated today
with the first-time ones marked, every room opened today with its
state, move counts, span, and last human move, humans' chat verbatim,
and the desk's count — and the wizwar-visitors skill reads it aloud.
It replaces the four hand-written versions of the same report from
announcement day.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 18:58:53 -04:00
Eric WagonerandClaude Fable 5.1 9d2c66f0bd The lobby leads with your wizard, then fills the table
Pick your color first; then one section, "Fill the table", holds the
invite link, the roster, and the computer wizards, with a line saying
friends, automatons, or a mix all count toward the two to six. Abandon
sits below Start on its own line.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 18:53:48 -04:00
Eric WagonerandClaude Fable 5.1 c2506dae69 Color, as the rest of the table spells it
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 18:50:18 -04:00
Eric WagonerandClaude Fable 5.1 a7c55819ca The lobby says the plain words beside the flavor
Two evening arrivals created a room and left in the lobby: one never
seated anyone, one seated a bot and never pressed the button. The card
led with "share the link" as if company were required, the row of
temperaments had no word saying they were computer opponents, and the
start button said only "Flip the boards".

Now the card has three headings — Invite friends, Your colour, Or seat
a computer wizard — with one line on what a hunter, berserker, and
worrier do; the start button says Start the game with "flip the
boards · N wizards" beneath; and while it is disabled a line says what
would enable it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 18:48:05 -04:00
Eric WagonerandClaude Fable 5.1 6e1b565228 The first-turn slip promises what the board can do
Arrow keys stride only in the first-person pane; on the board a step
is a tap on the square beside you. The slip says so.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 15:11:35 -04:00
Eric WagonerandClaude Fable 5.1 6e3e998307 Three slips for a stranger's first game
Two newcomers on announcement day left within minutes at the same
moment: they picked up a treasure, the turn's actions ended as the
rules say, every walk after that was refused, and the status line's
"turn spent" told them nothing about why or what the treasure was for.
Both had stalled over a minute before their first move as well.

Now: on a first turn, a coaching slip says what a turn is — walk this
many squares, a NUMBER card walks farther, tap a card to cast, End
turn — dismissed once with "got it" and remembered in prefs. After a
pickup, the status line says the pickup ended the actions and the
treasure comes along, and to end the turn and carry it home. While
carrying on later turns, a slip names whose treasure it is, how far
home is, and that two scored wins; your own treasure scores nothing
in your arms.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 14:47:24 -04:00
Eric WagonerandClaude Fable 5.1 cf7920e159 The rollup counts the tags on posted links, and the pulse has a right-now
Reddit and BoardGameGeek send no referrer, so a visitor from either
looks direct. A ?ref=<name> on the posted link says where they came
from; the rollup counts those (one per address per day, Facebook's
fbclid as its own) beside the referrers browsers do send. The pulse
gains a right-now recipe: live sockets, rooms touched in the last
hour, and today's partial row.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 12:06:12 -04:00
Eric WagonerandClaude Fable 5.1 ac2c3576a7 The rollup seats the host
A room's host takes the first seat by creating it; only the others
leave join lines. Counting joins alone reported rooms full of nobody.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 12:03:32 -04:00
Eric WagonerandClaude Fable 5.1 e1a740119c Credibility pass: the session seams sanded from the clips-and-camera batch
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
2026-09-03 11:55:57 -04:00
Eric WagonerandClaude Fable 5.1 ddd2e347bd The address limits believe the proxy, not the client
X-Forwarded-For's first entry is whatever the client wrote; Caddy
appends the true peer last. The limiter now reads the last entry, and
only when the socket peer is loopback — the proxy — so a request that
somehow reaches the server directly is keyed by its own address.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 11:32:21 -04:00
Eric WagonerandClaude Fable 5.1 ca108f83a6 The nightly rollup keeps what the access log forgets; two doors get a limit
Three sysadmin items ahead of the public announcement's arrivals.

deploy/wizwar-rollup.sh writes one JSON line per UTC day to
/var/lib/wizwar/rollup.jsonl at 00:10: yesterday's traffic from Caddy's
access log (requests, human vs bot addresses as counts only, socket
connects, path mix, external referrers), the table's growth (new
rooms, human seats and names, lifetime game totals, reports and
replies), and the box's vitals (service memory and peak, disk, load,
protocol errors, service starts, ledger size). Re-rolling a day
replaces its line. It checks in to a Sentry cron monitor of its own,
whose URL deploy.sh derives from the backup monitor's on first
install, alongside the cron entry. The pulse gains a Trends section
that reads the last week of it. Caddy keeps 30 log files instead of 5
as the raw backing.

Per-address limits on the two doors anyone may use unseated: 12 new
rooms and 6 reports per address per hour, in a sliding window keyed by
the address Caddy forwards. The per-connection cap stays; it reset on
reconnect, which is what a script would do.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 11:30:44 -04:00
Eric WagonerandClaude Fable 5.1 3f909b485b A sprung Ward is named as one, not as a punch
Eric grabbed a warded treasure and took the Ward's three points — but
the attack modal showed a bare-knuckled punch, the hint line said the
owner "attacks with a punch", and the cast panel called it a physical
blow with no card behind it. The engine knew better: the stack has
carried sourceName ("warded treasure") since rev 9, and the damage
line used it. The client never read it.

Now every cardless stack with a name shows that name — and, for the
Ward, the Ward card itself — in the modal, the hint line, and the
cast panel, with the damage inbound. In the chronicle, a counteraction
played against it records "warded treasure" rather than "punch", and
an EMPATHY echo of it names the same. Chronicle-only, ungated; all 58
production ledgers replay clean.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 09:41:12 -04:00
Eric WagonerandClaude Fable 5.1 3723b8f211 The clip gallery joins the site
The box lid links to the clips beside the about line, and the gallery
pages wear the site's own dress — its masthead with a way back to the
table, Oswald headings, Archivo Narrow body, the parchment-and-gold
buttons — so a shared clip and the game it came from read as one
place. The clip page's subtitle is the blurb alone, the title being
the heading.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 21:39:53 -04:00
Eric WagonerandClaude Fable 5.1 86070b42a3 The eyes turn to meet magic thrown at them, even after a stride
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
2026-09-02 21:28:52 -04:00
Eric WagonerandClaude Fable 5.1 86856781df The eyes watch through a warp mouth; a cutaway is for what no sight reaches
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
2026-09-02 20:16:47 -04:00
Eric WagonerandClaude Fable 5.1 7c0a761c59 The eyes look down, the die stops the reel, and a punch is a fist
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
2026-09-02 19:20:03 -04:00
Eric WagonerandClaude Fable 5.1 7223f8eb0d The reel slates a change of eyes and captions the wizard's state
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
2026-09-02 13:21:04 -04:00
Eric WagonerandClaude Fable 5.1 6a933f030c A warp crossing is just a step; only a wormhole opening surges
Eric's direction: passing through an ordinary warp mouth is a normal
stride. The veil already marks the doorway, and the wizard walks through
it as through any door — no shimmer, no surge, and the eyes carry on
the way they were going instead of turning back to show the mouth. The
surge stays for the moment a wormhole is cast, staged straight from the
warpOpened event through both its new mouths.

The heist's pinned frames re-blessed for it: at the crossing the reel
now looks down the corridor at the enemy's home rather than back
through the mouth.

deploy/film-clips.mjs films the catalog for the gallery — every scene
in both takes, the reel playing under the paused clock at one frame per
40ms, muxed to 25fps mp4s with the first pinned beat as the poster. The
recorder used for the first clip set lived in a session scratchpad and
was lost; this one lives here.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 12:56:53 -04:00
Eric WagonerandClaude Fable 5.1 a7f77367a6 A warp crossing surges the veil itself, not a billboard over the wizard
Every board effect the cockpit had no art for landed as the same purple
lightning-ring sprite, so a body stepping through a warp mouth wore the
ring over its own portrait. Eric wanted the purple wall to do the
animating. The portal effect now becomes a "surge" keyed by the mouth's
index in board.warps: the veil hung in that opening floods with its
texture, the swirl quickens and pales, and a ripple runs out to the
jambs before it settles back — nothing drawn over whoever stands in it.

The director used to steer the eyes toward that ring's cell on the pov
wizard's own crossing; it now aims at a surging mouth the same way, so
the heist's pinned frames render as before. Illusion and Pass Wall
crossings keep the shimmer sprite — stone has no veil to surge.

Scene gate: 29 of 30 frames unchanged. stone-gaze-s10-board drifts
0.21% with or without this change (the dashed sight line's phase), a
pre-existing flake left unblessed.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 12:43:28 -04:00
Eric WagonerandClaude Fable 5.1 8488e9a8d1 Clips unfurl: share cards, faststart video, a share button
Each clip page already carried its own title, blurb, poster and
og:video — but the assets behind the tags let the unfurl down. The mp4s
were tail-indexed, so previewers in iMessage, Discord, Slack and
Facebook gave up before finding a player; the tags carried no video
dimensions, without which those same sites refuse to embed one; and the
poster was a 736x578 screenshot of the workshop chrome, cropped to
nothing by any share sheet.

deploy/clips-prep.mjs fixes the set before clips-publish.sh ships it:
a lossless faststart remux of every take, a 1200x630 card per clip cut
from the poster's first-person viewport with the title set over it (an
HTML card screenshot through the harness's chromium — ffmpeg here has
no drawtext), and the fpv frame size stamped into clips.json. The page
emits the card with its dimensions, og:video:width/height, and a Share
button that opens the phone's share sheet or copies the link.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 11:26:27 -04:00
Eric WagonerandClaude Fable 5 bea8a2e1e1 deploy.sh installs the backup script it ships
The droplet's cron ran /usr/local/bin/wizwar-backup.sh while the repo
improved deploy/wizwar-backup.sh — two copies, no bridge, and the
Sentry check-ins never reached the box, so the cron monitor starved and
alarmed on 2026-09-02. Every deploy now installs the repo copy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-02 09:13:01 -04:00
Eric WagonerandClaude Fable 5 58d1d34cb0 The render harness: every screenplay's beats pinned as golden frames
deploy/verify-scenes.sh replays each screenplay to its authored beats
under a paused Playwright clock — pulses, tweens, and fx advance only
on the harness's schedule, so the same beat renders the same bytes
every run — screenshots the reel, and diffs pixels against the goldens
in deploy/scene-goldens (30 frames: warp transits, impacts, curses
landing, in both views). A channel may drift 6 before a pixel counts,
0.2% of pixels before a beat fails; --update blesses intended changes.

Proven both ways before landing: a clean double-run reproduces all 30
goldens exactly, and resurrecting the warp-smear cutaway bug fails the
warp-transit beat at 61% pixel drift.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 16:58:43 -04:00
Eric WagonerandClaude Fable 5 6c48174376 Screenplays: authored scenes the engine performs and the reel films
?fpv&script=<name> plays a screenplay — a seeded deal, cards slipped
into hands as props, then a command list run through applyCommand, so
every event on screen is a legal move under the real rules. Ten scenes
ship in the catalog: wormhole heists, a fireball threaded through a
warp, an ambush that watches its corridor through a mouth, the leap
over a conjured pit, and the wall between two homes coming down.

The server grows a public gallery to hang them in: /clips lists the
catalog, /clips/<name> pages each scene in two takes — through the
wizard's eyes and from the board — with og:video unfurls and
Range-served mp4s (Safari refuses video without it). Files live in
the clip vault beside the rooms, shipped by deploy/clips-publish.sh;
the name gate is the security.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 13:16:01 -04:00
Eric WagonerandClaude Fable 5 7c201554f5 The cutaway camera may not walk through a warp mouth
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
2026-09-01 12:41:17 -04:00
Eric WagonerandClaude Fable 5 c8f719f467 The cockpit's webs and dread ring learn to sit right
Sticky-web silk becomes a real web — hub, spokes, two sagging rings —
each strand shadowed so it reads against busy token art. The dread
ring moves behind the body onto the floor plane, sharing the ember
ring's flattened perspective instead of smouldering over the sprite.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 12:17:55 -04:00
Eric WagonerandClaude Fable 5 19888f9e84 FEAR stains the forbidden ground in the cockpit too
The aura's warp-walking diamond — dreadDistance ≤ 3, extracted to one
shared fearCells so the board's dashed ring, the cockpit's floor stain,
and the engine's refusal can never disagree — now tints the flagstones
violet in first person, breathing like the board's aura, beneath the
dread ring already at the bearer's feet.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 12:06:00 -04:00
Eric WagonerandClaude Fable 5 203b6101bd The cockpit wears the board's ongoing spells
Sticky webs strand across a caught body, MEDUSA drains it to gray
stone, the invisible and the misted go translucent, BIG MAN towers and
SHRINK dwindles the billboard, and FEAR smoulders a dark-red dread
ring at its bearer's feet — the six condition looks the 2D board wore
alone. Marks flow billboard → projection → draw, painted only when
the walls show the sprite. The workshop poses them: ?wear=card;card
dresses the Rival.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 12:00:28 -04:00
Eric WagonerandClaude Fable 5 b996c2bc93 The cockpit learns to aim: marked beings, verdict-bearing crosshair
While a targeted card is armed, wizards and creatures standing on
castable ground wear a pulsing ember ring at their feet — drawn behind
the body, only when the walls actually show it, and only when the card
could land on a being (creations still light floor alone). The hover
cue now carries a verdict: gold outline and bright name for what the
cast can reach, cold slate for what stands beyond it. The workshop
poses it all: ?aim=1 arms a pretend cast and ?rival=x,y stands the
Rival wherever the shot needs them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 11:41:27 -04:00
Eric WagonerandClaude Fable 5 afa0e17483 Credibility pass: the fast-edit shavings swept from the ops-and-rev-13 batch
Server: turnFacts joins actingSeat's full priority order (a hanging
ward or slow-death window now reads as the lobby's attention, stubs
included), summarize and stubOf share one baseSummary, the stranded
doc comment returns to summarize, the protocol contract names
feedbackList, Sentry init moves below the imports it cannot precede,
randomBytes joins its group, the feedback path hoists once with the
operator-fields note. Engine: the safe's sight check trusts castSight
alone, the locked-safe predicate becomes lockedSafeAt, the doomed-grab
test drives both seats and must reach endTurn. Web: the twin safe
handlers merge, paPoints joins the reset ritual with a derived burnable
range, five decorative empty handlers and a dead class go, the hand
earns real list semantics, fitHandCards cites Card.svelte's tokens,
two wrap-sites reindent, feedbackReports moves home as a named type,
and the chronicle's stay-mounted reason is stated. feedback-reply.sh
adopts its siblings' set/usage conventions and speaks Node. Two test
screenshots leave the repo root.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 11:04:01 -04:00
Eric WagonerandClaude Fable 5 d37bc62c28 Test screenshots do not live in the repo root
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:43:04 -04:00
Eric WagonerandClaude Fable 5 8cfd911a3e Slow Death's draw is one blow, countered against its total (table ruling)
Two cards drawn is a two-point blow: ABSORB soaks up to three of the
total, BLUNT halves it rounding up (so it finally earns a place — 2
becomes 1), counters may chain, declining takes the rest. The client
labels each counter with the exact points it leaves; the bots weigh
the total against their floor. Amends rev 13 minutes after it shipped;
every production ledger still replays clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:41:47 -04:00
Eric WagonerandClaude Fable 5 92613d7386 Ops hardening plus two rules gaps close (rev 13)
Operational: auto-reboot for kernel patches (09:30 UTC), Caddy access
logs at /var/lib/caddy (self-rotating; the sandbox denies /var/log),
logrotate for the backup log, a restore drill proving a Spaces snapshot
boots 56/56 rooms clean, the about page's plain sentence on permanent
recording, and /wizwar-pulse to read it all weekly.

Rules: safes now smash — attacks aimed at the box accumulate on it and
the fifteenth point bursts it (widening, ungated). And SLOW DEATH's
bites pause for a victim holding an ABSORB — the card named by the FAQ,
not Absorb Spell — each soaking exactly one point, rev-gated at 13 with
the instant-bite legacy pinned. Bots weigh the soak against their life.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:35:52 -04:00
Eric WagonerandClaude Fable 5 a66b058c68 The wizwar Sentry project goes live: DSN into service and bundle
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:01:02 -04:00
Eric WagonerandClaude Fable 5 b06da1f1f1 Sentry plumbing, inert until a DSN exists
Server: errors-only @sentry/node behind SENTRY_DSN, capturing the
unhandled-protocol catch with its message type and room. Client:
errors-only @sentry/browser behind VITE_SENTRY_DSN baked at build.
Backup: Sentry Crons check-ins (in_progress/ok/error) when
/root/.wizwar-sentry-cron holds the check-in URL. No DSN, no behavior.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:58:26 -04:00
Eric WagonerandClaude Fable 5 68f171215d The reports digest speaks in the players' own words, untruncated
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:46:52 -04:00
Eric WagonerandClaude Fable 5 bcd610aecb The reports desk becomes a skill: fetch, digest, process, reply
/wizwar-reports encodes the whole feedback loop — the JSONL shapes and
legacy-id rule, replay-to-the-pin forensics (roster kicks, refused
commands leaving no trace), cards.json before code, the verdict
vocabulary, rev-gating discipline, and the reply voice — so working
the desk is one invocation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:43:02 -04:00
Eric WagonerandClaude Fable 5 539c2f25bb The reports ledger loads on connect, not into a closed socket
The first refreshFeedback fired while the websocket was still
connecting and pre-open sends drop silently; the games list survives
because onopen re-asks. Feedback now re-asks there too, and rides the
45-second poll so replies land while the lobby sits open.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:37:46 -04:00
Eric WagonerandClaude Fable 5 5abd0ba60e Players see their reports answered in the lobby ledger
Reports gain ids; replies live in the same JSONL, folding onto their
report when read (legacy reports answer to their timestamp). The lobby
asks with the same seat-token proof as the games ledger — wake-free —
and lists each report with its reply and status, or 'the wizards are
studying the moment'. deploy/feedback-reply.sh answers one from here.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:34:20 -04:00
Eric WagonerandClaude Fable 5 eabc10f18c Safes finally open to keys — and the clockwork stops clawing at the lid
'All LOCK-type cards will work on it' was never wired: openSafes was
reset every turn and filled by nothing. A PICK LOCK or MASTER KEY
aimed at a safe's square (underfoot or beside) now opens it until
turn's end, with its own chronicle line; the dead never-emitted
safeOpened variant and its null humanize go. The automaton — H4EN's
Automaton II spent six turns grabbing at a locked lid saying 'I meant
to do that' — now cracks the box first (key or DISPEL CREATION, which
it held the whole time) and drops unopenable safes from its goals
rather than marching to one forever.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:22:56 -04:00
Eric WagonerandClaude Fable 5 12ece6065a Mad Dash doubles everything it promises (rules rev 12)
'Including NUMBER cards and other add-ons' now means it: a number
riding the cast fuels the dash — (base + number) × 2 — and numbers or
POWER RUN points played under it double as well. The 5BM4 five that
vanished into a borrowed 'burns 0 life for speed' line gets its own
madDash event and chronicle voice. Older games doubled only the base
and replay so, pinned at deckRev 11.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 16:25:30 -04:00