Adversarial pre-code review (wf_c7575828-934; 23 agents, 0 failures) over the Phase 1
combat-gym design raised 19 findings (8 CONFIRMED + 11 PARTIAL, 0 refuted) and caught
design-breakers before code:
- SpawnId bit budget exhausted (owner16|fireCount12|fork4) -> repack owner14|socket2|
fireCount12|fork4 so 4 sockets don't collide/desync.
- "KEEP as-is" client feel layer is a real migration (CombatFeedback/PlayerAnimationDrive/
HUD read the reworked AbilityRef/AbilityCooldown) + needs a new replicated class signal.
- predict-spawn is Projectile-only (Aoe/Hitscan/decoy = Cone-precedent server-only spawn);
Blink = velocity-blink in its own system (not a transform teleport); SocketCooldown hot
not cold; EffectiveAbilityStats 4-wide; windup needs a rollback-safe resolve tick;
Harpooner reel + player zone = new server-only code, not salvage.
Verdict: pass-with-changes on all 3 lenses, no redesign. Phase1_Combat_Gym_Build_Spec =
the implementation contract (8-step build order, wire/bake churn, open risks, ledger).
DR-050 records it; pre-review design -> superseded.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The tone bible was authored during the autonomous run but slipped between commit batches;
several already-pushed docs (Phase 7 design, operator questions, session log B) link to it.
Wordless Wicks + lamp-morse; per-voice register bounds (Keeper/Siren/Selkie/Klabautermann/
Anchorite/berths); warmth-against-dread; gates all bark generation.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adversarial design review (wf_aa6fb661-e25; 22 agents, 0 failures) over the world-model
proposal + ground-truth code raised 18 findings (12 CONFIRMED + 6 PARTIAL, 0 refuted) and
caught real design-breakers before any code:
- DP-1/RS-1 (HIGH): the seed model was self-contradictory (RunMapMath regenerates the WHOLE
graph per seed, incompatible with a persistent pinned prefix) -> split: graph topology is
a pure function of WorldSeed ONLY; DescentSalt re-knots content; pinning freezes PinnedSalt.
- NR-2/RS-3 (HIGH): salvaged respawn warps a dead Wick to base -> splits the co-located party
-> in-pocket death; warp gated behind party-wipe; revive is new code, not salvage.
- DP-2 (HIGH): born-correct restore is per-entry lazy replay, not a boot one-shot.
- NR-1 phantom-kill CombatFeedback fix; NR-3 enemy wind-up gated on the light-union;
RS-2 RegionTag->PocketTag is a ~23-site semantic rewrite, not a rename.
World_Model_Build_Spec.md = the review-hardened contract (all 18 folded, findings ledger,
build order, open risks). DR-049 records the decision. Spike -> reviewed; proposal -> superseded.
New forks parked (dark-contact policy, lantern placement, END-1/EB-1 mothball timing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bundle 4 (critters + weather beats) shipped; all four World-Alive-II bundles
done. Next = the operator's Phase 1.5 gate lap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Blight geyser (bundle 3) shipped review-first. Records the design-review fold
(2 HIGH: no edge-detect on the replicated tick; invert the invalid-guard for a
baked scheduled-tick so a born-0 can't storm) and the new CLAUDE.md tick-sentinel
corollary for baked [GhostField] scheduled-ticks.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bundle 2 (decals): explosion scorch pool, cover damage-cracks, room-arena
scars — all procedural, client-only, zero netcode. Records the pivotal
finding that a stock Synty prop shadergraph's _BaseColor is Unity-Per-Material
(not Hybrid-Per-Instance), so URPMaterialPropertyBaseColor darkening silently
no-ops on cover — the fork to decal quads.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Session log Part C (execution + validation evidence), roadmap stabilize #2
ticked, CLAUDE.md gains the MeshCollider-bakes-only-if-Read/Write gotcha
(38.4 KB, in budget), validation-harness.md gains the EditorApplication.update
guardian + EditorPrefs handoff pattern.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Serena dropped from .mcp.json + .serena/ untracked (unused in practice,
flaky on Unity per CLAUDE.md's own caveat); memory stack is now three
layers. Standing auths recorded in the skill: docs auto-commit + auto-push
main->gitea (origin stays ask-first).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 'Synty share one Generic skeleton' note was WRONG - the pipeline is
HUMANOID (CharactersAvatar isHuman, muscle-curve clips). Corrected + the
Blender clip recipe added; paid for by archiving Aim-controls, the URP
m_AssetVersion blocker, VolumeProfile persistence, HDRP-convert and the
HudTheme bullets (verbatim in the gotchas archive, 2026-07-06 section).
39,959 bytes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Direction locked 2026-07-06: trunk fixes + full Co-op Hades conversion
(mothball tower-defense, win expedition-side, hub base, mechanic-changer
boons, 2nd ability, node types, 2nd boss, revive), depth folded in now,
Blender at hero-props+decals scope. Evidence: 9-agent analysis workflow +
live play tour (screenshots referenced by the plan doc).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The room-exit portal was invisible in the first playtest - players loitered
out the 30s ExploreGrace timeout. Adds RegionMath.ExpeditionPortalPos as the
single client-derivable portal-position authority (HUD prompt + beacon can't
drift), a pooled breathing HDR pillar in CombatFeedbackSystem shown only
during RoomExplore, and an in-range/out-of-range two-stage prompt.
Also repairs the comment-swallowed _portalMat initialization (NRE in
OnStartRunning killed ALL combat feedback each session and auto-paused the
editor via Error Pause). 456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DR-046 (portal-gated rooms, class-at-base via shared ClassSwapUtil, per-run
prep spend, Health.Max GhostField, C3/C4/Spitter) + the session log. CLAUDE.md
folds the batch into the core-loop bullet and corrects the now-wrong
'Health.Max unreplicated' line; paid net-zero (40921 B) by archiving the
one-time Rukhanka-samples bullet + trims into the gotchas archive.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
DR-045 (real boss, GoalTarget=2, readable-but-fair) + session log. CLAUDE.md:
core-loop demo note (GoalTarget=2, boss kit), source-gen file-using gotcha,
EB-1/2/END-1/2 bullets condensed to DR pointers to stay under the 40KB budget.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Teaches the deep, interlocking loop — especially the inverted win condition
(you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043).
- OnboardingSystem: client-only observe-only PresentationSystemGroup overlay
(own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence
with a world-space ▶ pointer; never mutates sim / never destroys a ghost.
- OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied +
scheme-aware prompts + pointer kinds + persisted-mask helpers).
- HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats /
Win-Lose), reachable from the main menu and the pause overlay.
- Per-client client-local state in GameSettings (TutorialHints + OnboardingMask
bitmask, additive) — a Join client keeps its own; a host save-wipe never
re-teaches. Settings toggle + menu "Replay Tutorial".
- Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch):
SettingsService.Boot wipes the mask + forces hints on in-memory every launch
so the tutorial always replays fresh.
- HudSystem suppresses its own location hint while onboarding is active
(single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)].
Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean
U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end.
Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Clears the three follow-ups deferred by the combat-overhaul pass (c3b53cef2) + the
DR-041 "needs its own ShaderGraph slice" note. All client-only, observe-only presentation
(PresentationSystemGroup; no sim mutation, no [GhostField], no server work).
- Item 1: EnemyHitFlashSystem flashes the ACTUAL enemy body by driving the stock
Entities-Graphics URPMaterialPropertyBaseColor override on the Rukhanka render-entity
LEG children (root has no MaterialMeshInfo) -- NO ShaderGraph edit, no new component type.
Lerp white->BodyFlashColor on a Health-decrease edge, decay back to white. Verified on
screen (the AnimatedLitShader honors the per-instance _BaseColor override).
- Item 2: per-remote-player slash-arc pool in CombatFeedbackSystem, edge-detected from the
replicated MeleeCombo on interpolated teammates (.WithDisabled<GhostOwnerIsLocal>());
BuildSlashMesh -> BuildSlashInto(mesh,...) refactor; local player keeps _slashMr.
- Item 3: once-per-windup near-impact strike beep folded into the danger-cone loop, gated
to a resolved local player.
- 9 new FeelConfig knobs (+ ResetDefaults).
390/390 EditMode, clean compile, zero Play exceptions. 3-lens adversarial review
(wf_8a998c6c-af9) -- no critical/major; fixed 4 minors: spurious beep at base origin before
the local player resolves, frozen tint if BodyFlashEnabled toggles off mid-flash, render-child
capture with no recovery, OnDestroy GO symmetry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Design-review-gated (wf_ebef4e81-dba, GREEN-WITH-CHANGES). The win-driver moves
from "survive N base sieges" to "clear N expeditions". The review overturned the
literal plan: credit on RETURN, not at the clear edge (clear-edge crediting arms
the undefended final base siege -> uncontestable terminal Loss).
- ExpeditionGateSystem: now the sole production writer of GoalProgress.Charge —
a clamped +1 per cleared expedition folded into the existing once-per-epoch
reward block, reusing the LastRewardedEpoch latch (Ore + Charge share fate) +
a SaveRequest checkpoint. No new latch, no new GhostField, no ordering change.
- CyclePhaseSystem: deleted the survived-siege +1 (the AFK win path). Victory
latch unchanged; GoalReached still arms the final base siege at cap.
- CycleDirectorAuthoring + CycleDirector.prefab: ScheduleEnabled baked OFF
(retaliation-only). A serialized prefab bool ignores the C# field initializer,
so the value is flipped in the prefab, not just the code default.
- Tests: re-pointed CyclePhaseSystemTests + EndgameWinLoseTests survived-siege
assertions; extended ExpeditionGateRewardTests (+1, no-double-credit, clamp).
389/389 EditMode green; clean netcode Play smoke (no sort-cycle, Schedule=0).
SaveData stays v5. Docs: DR-042 build record + forks resolved, CLAUDE.md
base-loop line, Backlog (A done).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- DR-042 (new): canonical loop re-shape — win-driver moves from base-siege
survival to expedition clears; blind scheduled siege retired; base siege
becomes retaliation consequence. Build order A (coherence) -> B (retaliation)
-> C (legibility) -> D (Slice 4 persistent meta).
- Backlog/Path_to_Fun/Home reconciled to the expedition-driven direction;
Slice 3 + Combat Depth marked built.
- DR-036 (END-2) flagged superseded-in-part; DR-034 (END-1) repurposed (Core
is a consequence, not the win-gate); DR-037 forward-pointer to DR-042.
- CombatFeedbackSystem: fix enemy health bar (sprite-less Filled Image ignored
fillAmount -> size via anchorMax.x).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>