The human's first F6 run found four defects headless GUT could not see, all
now fixed and break-proven.
1. Fifteen Labels shipped invisible. _fonts() sets a default font and size but
never a default font_color for the base Label type, so a Label with no
type-variation inherited Godot's built-in default — WHITE — and rendered
white-on-parchment: the four race names, four race blurbs, and seven calling
names, every unreadable string on the sheet. New CardTitle / CardBody roles
(mock #3a2f1c / #6a5a3a) fix it. NOT a global default Label colour: the Title
screen has 12 bare Labels on a dark background that rely on white.
2. The PRIMARY badge covered the rolled value. The ability card is a
PanelContainer, and a Container force-fits its children, so the badge's
authored anchors were dead letters — it stretched to the card's full width
and centred over the value. Nesting it under a plain Control (not a
Container) restores absolute positioning. The badges also carried _flat()'s
12/6 card padding; a new tight pill stylebox matches the mock's 2px 9px.
3. Race cards overflowed their own border (108px card, 114px of content). Bumped
to 140. The CHOSEN badge on the calling card moved from centre to the mock's
top-right, and the ability card got its own AbilityCard variation with 16px
top headroom for the badge (ParchmentCard is shared with the shell).
4. The default window (1600x900) was larger than a 1600x900 laptop's usable
area, so the WM clamped it to 1589x752 and the run came up pillarboxed.
Default is now 1280x720, resizable; the 1920x1080 design canvas is unchanged
(canvas_items + keep scales it, so no layout number moved).
Also closes M4-b's two open copy items: the cutpurse origin fragment (it
contradicted its own blurb) and the Hint label (it omitted the roll's floor of
8, now pinned to NewGame.roll_attributes).
Guards for 1-4 are new and each was re-broken and watched go red. The overflow
guard in 3 was FIRST WRITTEN AS A TAUTOLOGY — Godot clamps Control.size up to
its combined minimum, so `min <= size` is `x <= x` — and passed against the bug,
29/29, until it was rewritten to measure against the card that clips. That is
traps.md #17 and the thirteenth cannot-fail assertion this branch has caught.
319 client tests green, content build green, theme drift guard satisfied.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The fragment's closing clause — "you have stopped claiming to know whether
it is your hands or the Warden that does the saving" — restated the thesis
of the blurb the player is reading at the same moment, inches above it in
the calling detail panel. The blurb's whole argument already IS the
unresolved-Warden question: it states it outright ("distant and does not
explain himself") and dramatises it with its doubled "Often enough." The
fragment took that artful implicit doubt, said it flat, and put it in the
emphatic final position of the composed DM line. Different words, same beat.
It also collided lexically with the beastfolk race fragment, which the
composition can place directly before it: "You stopped taking that
personally" / "you have stopped claiming".
Keep the front clause — "you are the one they wake at the third hour" is the
best image in the set and gives the player a position in a village that
nothing else on the screen supplies. Rewrite the back clause to say the next
thing instead of the same thing: what the failed nights cost, and that the
job does not release you for failing. The fragment no longer mentions the
Warden at all, so it cannot re-argue him; it now makes a claim about the
player's life rather than about a god.
Also avoids "carry", which the composition template itself supplies ("Now
you carry a Bonesetter's work"), so the rendered sentence no longer risks
repeating its own verb.
Client suite 255/255. content_build --check exit 0.
The creation screen shows a race's blurb on its card and the chosen calling's
blurb in the detail panel directly above the DM panel. Blurb and fragment are on
screen at the same moment, inches apart — so a fragment that paraphrases its own
blurb makes the DM sound like it is reciting the card. Four did:
- bonesetter lifted two clauses verbatim ("you set the bone, you say the words")
- reaver re-ran the blurb's door image with the same sentence shape
- hedge_mage re-opened on "what you know" and re-landed the dead teacher
- beastfolk repeated both the claws and the being-judged beat
Each now says the NEXT thing instead: the hour they wake you and which of the
two trades you will not claim credit for; the employer who arranges to be
elsewhere; where you went to fail safely and what the book's gaps cost your
skin; the town that takes your coin and still wants you outside the walls.
beastfolk's rewrite also breaks the race-set monotony — it no longer opens "You
were born" (now unique to human) and drops the shared "X, and you have…" spine,
so clicking the four cards in a row stops reading as one voice.
The parity test guarded presence but could not fail on the three properties that
actually make all 28 race×calling concatenations grammatical. It now asserts
race fragments start uppercase and end with '.', and calling fragments start
lowercase and end with '.' — verified by breaking both and watching all four new
assertions fire.
255 client tests green; content build --check green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
race.fragment + calling.fragment compose the DM origin panel on the creation
screen. Authored prose, not stubs — this is the first sentence the player reads.
Parity-tested: a missing or empty fragment fails the suite.
Hand-written like items/ — no build-tool namespace needed. Blurbs are content;
mechanics are code, and a test asserts the blurb files carry no hit dice. The
prose is placeholder; swapping it later touches no code, which is what stops the
content BOM from blocking the engine.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8