- SLABPNGenerator: full Blueprint News generation in core — six colour lines
(blue/green/red/silver/gold/black) with colour-appropriate objectives,
complications, contacts, codes and reward bands. Creates a two-page journal
(player Brief + GM-only Dossier) and posts a dispatch card to chat.
Registered as a GM scene-control tool. (The standalone BPN module targets
the original zero-engine system; SLA Zero Two is self-contained.)
- Rolltable provisioning: the engine draws 'Ranged/Melee Weapon Critical Fail
(2-12)' tables by name but fresh worlds had none — all five system tables
(panic, d66 phys/mental crits, both crit-fails) are now auto-created from
packs/tables-data.json in any world where they're missing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Ebb Flux is now deducted when the roll is CONFIRMED, not when the dialog
opens — cancelling a cast no longer burns Flux (new onConfirm hook in
_rollYZEDice, usable by any future cost-bearing roll)
- Full 36-entry d66 Physical and Mental critical injury tables — the sparse
8-entry lookups meant most crits fell back to Shaken/Winded; every roll now
lands on real content aligned with the auto-applied condition maps
- Ebon (Ebb Sensitive) and Brain Waster (Ebb Fury) added to
SLA_RACIAL_ABILITY_DATA — the two Ebb races previously auto-embedded nothing
- Operative Generator race cards now show the SLA species portraits
(assets/SLA_Assets/Species) instead of emoji
- Custom pause overlay dropped to z-index 70 — it sat at 9999 and covered
every open window and dialog while paused
- Armor Check prompt adopts the system dialog styling
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- CRITICAL: dsnSafeShow() guard on all 7 Dice So Nice awaits — a stalled DSN
animation froze the whole roll pipeline (attack charged Bullet Tax but never
posted its card). Rolls now always complete within 3.5s of a DSN stall.
- RULES: racial Health/Resolve modifiers were silently dropped at runtime
(RACE_DERIVED_MODS all zeros + three inconsistent race key sets). Canonical
race keys via canonicalRaceKey(); Stormer +2 HP, Ebon/Wraith +1 RES,
Shaktar/Frother +1 HP, Frother/Vevaphon -1 RES now actually apply.
- Sheet race dropdown matched 'wraith' but actors store 'wraithraider' —
showed '-- SELECT --' for every Wraith Raider. Fixed across all sheets.
- Natural weapons (Wraith Teeth & Claw, Morphic Strike…) now appear in the
Equipment tab's Melee Weapons list with a STRIKE button.
- PC wizard: unspent attribute/skill points now require a second click with
an explicit '<N> points unspent — Next anyway?' prompt.
- First-run world setup: branded 'Mort — Downtown Grid' landing scene (user's
SLA neon art) + 'START HERE' GM briefing journal on first GM login.
- Removed Blade Runner splash/banner art (wrong game, third-party trademark).
- CSS: push button no longer wraps mid-word; dice flow layout; GM toolbar
chips unified into the v2 chrome; natural-weapon row accent.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Stress dice get a blood-red facehugger BANE face on the 1; numbered faces
on 2-5 for both sets; metal material, SLA Borg font on both colorsets
- Cyan accent (#00d4ff) replaced by hazard yellow across mjs + css
- New v2 identity CSS layer: palette variables, window chrome, hazard-stripe
header rail, tabs, buttons, inputs, dark-glass chat cards, inline dice that
match the 3D dice, red push button, dialog + scrollbar styling
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full identifier rename (id, paths, flags, packs), KickStart drugs moved into
drugs.json source, legacy Blade Runner files removed, fresh history.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>