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tevansandClaude Fable 5 9d0146caa8 v2.0.1 — evaluation cycle 1 fixes
- 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>
2026-07-14 15:47:35 +01:00
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2026-07-14 15:47:35 +01:00