A GameFlow coordinator node (new main_scene) owns the Title → Creation →
Shell sequence in one file: instantiate → inject → add_child, reusing the
existing injection seam that change_scene_to_file cannot. Title becomes
emit-only; the shell gains injected_log/injected_state seams and stops
self-seeding on the real path (seed stays as the F6 fallback), so the
created character's vitals, location, and opening narration are real.
The ⛨ saga constraint is honored structurally: _show_creation and
_start_campaign are separate, so the fourth entry path is an added arm,
not surgery on existing edges.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TDD task-by-task: NewGame's public seeded roll -> the eleven fragments ->
CreationCopy -> CreationDraft -> the theme -> the scene -> the docs.
Both of traps.md's bugs get a named guard rather than a hope: the pipeline test
that asserts what the screen SHOWED is what construct BUILT (and a step that
re-breaks the code to prove the test can fail), and a no-default-parameters rule
on the two new public functions.
Also corrects the spec: PrimaryCTA already has a disabled stylebox.
The mock's screen over M4-a's proven model. Five mock/model reconciles
recorded: the skills section the mock never drew, seven callings not five,
nameplate cards with prose on selection, a minus button, no portrait arrows.
No AI call anywhere — the DM's entrance is the shell, one screen later.
The screen shows the roll by calling the same pure roll_attributes(seed)
construct does, so it displays numbers without ever handing one over.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The rules a character is made of, with no screen attached. Races, callings and
skills become static tables in code; blurbs stay content (hand-written, like
items/), so the content BOM stops blocking the engine. The sheet stores only
what was rolled or chosen and derives the rest — one source of truth, and the
M5 level curve becomes a function change rather than a migration.
Creation is seeded. The creation Dictionary carries a seed, not a stat block:
construct reconstructs the RNG and rolls the attributes itself, so the same
seed yields an identical character and the UI cannot inject a number. §10's
seeding argument, applied where the races spec says it first matters.
3d6 with a hard floor of 8. Straight 3d6 puts a ~9% chance on a primary the +3
pool cannot rescue — a Hedge-Mage with a -1 MAG modifier is not grit, it is the
"fine" §7 forbids, paid for twenty hours.
Lands the two migrations the races spec said to do at M4 and not silently:
class_id -> calling_id (the contract should say what the world says) and a
required race_id, so api/app/prompts.py can render "a beastfolk cutpurse"
instead of "a sellsword".
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
All seven callings are now named; no [CANON-TBD] remains in the specs.
Reaver (Barbarian). To reave is to raid — occupational, like Sellsword and
Trapper, naming what he does for money rather than what he is inside. That is
the rule the five mock names already obeyed and that §8's own list broke: a
calling is what a village calls you, not what a rulebook calls you. Bearsark
and Wildman were rejected for naming a condition; Breaker for being generic.
Bloodsworn (Warlock) was not a new coinage — the cosmology minted it a day
after the races spec was written ("what the Margreave calls bloodsworn",
rule.blood-price), and the cosmology spec had already applied it. It is the
exact FTH-axis mirror of Bonesetter: one channels the Warden, one pacts a king
of the Seven. Accepted cost, recorded in the spec: alone among the callings it
names a condition rather than a trade — the villain who pacts Ghaul is
bloodsworn too. A second, occupational word (Cursewright, Hexman) was
considered and rejected as a distinction the player will never feel.
Also retires the stale "reconcile class names" note on M4 and records the two
contract migrations that milestone owes: the canon log's `race` field, and the
deserter origin's dead allowed_classes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
The tag extractor returns every occurrence of a move tag and the validator is
a pure membership test, so MoveApplier applied duplicates. A model repeating a
tag N times therefore picked an amount in unary — the AI choosing a number,
which is the §2 breach the bounded vocabulary exists to prevent.
The currency fix (8e1238c) closed this for denominations only. Generalizing it
to every move that names a thing covers real items too — three give_item(amulet)
tags are one amulet, not three — and lets the currency special case be deleted
rather than kept alongside a second mechanism. ID_MOVES is reused from
MoveValidator instead of restated.
Also caps adjust_disposition on the reply's NET swing. MAX_DELTA was clamped
per tag, so three +15s moved standing by 45 — precisely the wholesale swing its
own comment says it forbids. Applied in emission order, so a later
become_hostile still floors what came before it.
offer_quest and reveal needed no change: add_quest self-guards on has_quest and
mark_revealed is idempotent.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
The existing test varied the move name and the denomination together, so a
name-only or denom-only key would have passed it too. Two assertions nail it:
give_item(gold)+give_item(silver) kills a name-only key, and
give_item(gold)+accept_item(gold) kills a denom-only key.
The spec now records the per-reply ceiling as a decision rather than an
accident, and flags the pre-existing non-currency duplicate-tag path as open.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
Money stops being a flat `coin` and becomes copper, stored as a single
int, formatted only at the display edge.
The approved model (1g = 100s = 10,000c, store everything in copper) said
money should stay an inventory item under one `copper` id. It can't. §6 is
what kills it: `give_item(x)` adds exactly 1 and carries no quantity, and
`gifts_given` is a global one-shot keyed by item id — so a single `copper`
id would be givable once, for one copper, for the whole campaign.
So the purse is one int on GameState, and the three denominations are
content items that exist only to let a bounded move name a unit —
give_item(gold) is +10,000c. Three ids, not three buckets: the
change-making problem never arises because there is only ever one number.
A quantity arg on the move was rejected — it hands the model an unbounded
integer to invent, which is the §2 line.
Currency routes to the purse and never enters `inventory`, so it can't
appear in an inventory grid by construction. No filter needed.
Prices remain content and remain M8.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
Applies the seven-campaign saga direction spec (021c248) to the docs it
was written to protect. No new milestone, no new content, no BOM line.
docs/roadmap.md — a "Guarded direction" section, and a ⛨ saga note on the
four milestones that would otherwise foreclose the shape:
M3 don't hardcode the title flow so a saga entry path can't be added
M4 keep construct()'s `creation` a plain Dictionary; the scene must not
become its only producer
M5 the level curve is no longer open — L20 across 7 tiers; enemy stat
blocks carry tier; no scaling multiplier, ever
M9 the save is two objects (Saga + Campaign); humiliations move to the
Saga or they die with the campaign
races-and-classes spec — the deferred "XP curve → M5" line now inherits the
ceiling rather than choosing one.
canon-roadmap — what the saga asks of content: a tier field when the
item/quest namespaces land, and a fixed-vs-variable mark on each BOM line
when the BOM is written. Tiers 2-7 and the other six kings go to the
Backlog.
Content build --check green; no generated content touched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A direction spec: one character, seven campaigns (one per demon king),
one saga — then it ends. The character, companions, deeds and level carry
between campaigns; the world does not.
Deliberately adds no milestone and no BOM line. Its real payload is a set
of guardrails on milestones that are about to be built blank and would
otherwise foreclose the shape:
- M5 owes a level curve — design it to a ceiling of 20 across 7 tiers,
with tiered enemy stat blocks and never a scaling multiplier.
- M9 owes a save format — two objects (Saga + Campaign), not one blob.
Humiliations move to the Saga or they die with the campaign.
- M3/M4 — don't foreclose a saga entry path; don't couple construct() to
the creation scene.
- Build tool — add tier:1..7 when the item/quest namespaces land.
Difficulty is fixed at world-construction time from the campaign index,
never during play. That prohibition is the whole design; a world that
re-levels with the player is a treadmill.
The canon-log contract does not change: party[].disposition,
humiliations[] and established_facts[] already exist, and player still
admits no number. The Saga becomes the source; the canon log a projection
of it. The seam is one optional fourth arg to NewGame.construct().
Greywater at tier 1 under Ghaul is, unintentionally, already campaign 1.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Content (lore, economy, items, quests, map) was untracked and unbounded.
Bound it: a second roadmap (content/roadmap.md) with Spine / Bill of
Materials / Backlog, demand-driven by the milestone that consumes it.
- Vertical slice = one town + one dungeon (adopt + deepen Greywater).
- Ghaul the Yoke is the ledger chain's patron, so the quest chain and
the cosmology are one object, not two.
- Economy splits per §18: the loop is code (M8), the numbers are content.
Currency = 1g/100s/10,000c, copper as the stored atom; lands before M7.
- Build tool needs `item` + `quest` namespaces; locations already exist.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Delete the Duncarrow scaffolding while preserving the schema/disposition-gate
infrastructure it carries: reparent rule.disposition-ladder into a new
mechanics.md, stand up a synthetic status:candidate specimen (validated but
never emitted), repoint the skill/tests/evals. Zero real game content; the
in-flight NPC redesign and the hand-authored POC seed JSON stay out of scope.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Adds the FTH-axis calling mapping to the cosmology spec: Bonesetter
channels the Warden, the Bloodsworn (names the [CANON-TBD] warlock
calling) pacts one of the Seven, Hedge-Mage is a pointed outsider,
martials unaligned. Luck-immunity intent kept as flavor and flagged for
the M5/Improviser reconcile (§7-sensitive), not built here.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Establishes the good-god/seven-demon-lords cosmology as the game's
overarching content theme, mapped onto the content schema as canon
entities, with the world-building skill updated to reconcile all future
authoring against it. Duncarrow scaffolding decoupled now, purged in a
follow-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Lock the NPC identifier: full namespaced id (npc.mera-fenn) is canonical
everywhere — stored data, client dict key, and the /npc/speak wire. The API
load_npc changes from a filename lookup to an id-indexed load (matching the
client's ContentDB), reads persona from content/server, and resolves the
client's reveal-set fact_ids to topic bodies. Legacy Fenn keeps working; no
migration required. First task of the runtime-consumption cycle.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Schema lock built bottom-up from the Duncarrow specimen (candidate-town.md):
- disposition rungs as bands over the engine integer (code owns numbers)
- town fact = engine reveal-topic (authoring layer over §6, no new runtime)
- MD bible -> build -> JSON; split by role (game vs server), secrecy as lint
- canon home: content/lore (source) -> content/world + content/server (built)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Settles the §17 class-name reconcile (charter §8 vs mock callings) in
favor of the gritty callings, and gives every race trait a concrete rule.
Feeds M4 character creation; combat ability kit deferred to M5.
- Resolution model: deterministic value vs DC, LCK selects the borderline
band (§7) — flat mods, no random d20, no advantage.
- 5 saves (LCK owns none); death saves = LCK.
- Races: features only, no stat mods; Nightsight ruling for darkvision.
- 7 callings (charter-7), 2 names [CANON-TBD]; casters=MP, martials=cooldowns.
- Flags two contract migrations for M4: canon-log gains `race`; deserter
origin's allowed_classes migrates to new calling ids.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Editor-first Title screen from mock: warm atmosphere (GPUParticles embers,
AnimationPlayer glow, palette-uniform shader bg), logo block, keyboard/mouse
menu (New Game -> shell, Quit works, rest inert), footer. Plus a single
/VERSION source of truth read by both the API (startup + /version) and the
client (synced into project.godot config/version, read via ProjectSettings).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The exploration HUD frame: two-panel tabletop split, DM narration book
wired to the proven /dm/narrate loop (prose-only + refire), thin tested
ShellState for HUD readouts, inert system dock + command bar as faithful
placeholder. Pure-core/thin-shim per the house pattern.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First of three M3 cycles (Theme -> shell 2a -> Title). Palette.gd consts
as the single source of truth; game_theme.tres for flat-bordered UI;
shaders for the three signature surfaces. EB Garamond replaces
proprietary Georgia. Proof is a human-eyeballed showcase harness.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Flip considering-state to done+merged+live-confirmed. Strike the streaming
item — the considering-state reframes the wait and is tested/live; real
streaming's transport rework + mid-stream failure surface isn't worth it for
the POC. Streaming spec retained as a record (banner SHELVED). Includes the
human's folded-in further-down roadmap ideas.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pivot M2 anti-freeze from streaming to a lighter considering-state: a rotating
in-character 'the Master considers…' indicator (authored content, §13 spirit)
on the proven non-streaming loop, plus the HttpTransport request-timeout fix so
a hung call yields to the fallback instead of spinning forever. Meets §14's
anti-freeze goal by reframing the wait; near-zero new failure surface. Streaming
design PARKED (banner + roadmap ○), revisit if playtest shows the wait hurts.
Conscious §14 deviation recorded per §18.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Real token streaming to hide the ~2s call (§14). Proxy emits its own minimal
NDJSON (delta/done/error); /dm/narrate becomes a 200 stream (422 stays sync,
model errors become an in-stream frame). Client reworks to an HTTPClient
poll-loop StreamTransport behind a testable seam; hold-back tag filter;
keep-partial mid-stream degrade; folds in the HttpTransport timeout fix.
Narrator first; NPC fast-follow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M2 core experiment. Server owns persona+knowledge (spoilers/IP, no DB);
client owns live state and computes available_moves. Free text straight
to the NPC prompt (no Adjudicator). Sibling NpcService + pure MoveValidator;
moves validated against state, invalid dropped, prose always kept (§6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First M2 vertical slice: CanonLog -> HTTP -> /dm/narrate -> prose ->
screen -> fact-harvest, with a §13 degraded-DM fallback on any failure.
Pure DmService core behind an injectable DmTransport seam (headless-
testable); throwaway harness scene; one authored fallback line under
client/content (renderer owns the file's home).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The client half of the canon log contract: typed RefCounted model with
invariants-in-the-model, Luck-centric game state, new-game construction
from origin+world+creation, turn-to-turn mutators, and a pure regex tag
extractor. Headless GUT-tested logic layer; UI/HTTP/save-load deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Design spec for the §11 canon log, plus origin seeds as thin initial-state
overlays over a single static world. Three layers (world content / origin seed /
runtime canon log), the in/out boundary (numeric Luck never enters the AI
payload, §7), field-level schemas, new-game construction order, turn-to-turn
maintenance, and JSON storage validated on both client and api.
Folds content/npcs and content/quests under content/world/; adds
content/world/{locations,items} and content/origins. fallback/ kept outside
world/ (authored prose, not id-referenced).
Spec: docs/superpowers/specs/2026-07-09-canon-log-schema-design.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>