beat.mjs embeds a pack's roster verbatim into every area, so adding
beforeInitiative changed the shape of the emitted delve file — and two files
from the same seed could carry different structures under identical stamps.
The change originates in the packs, not in the generator's composition, so it
belongs to catalogVersion rather than GENERATOR_VERSION: the packs are at
schema 2 and a file now stamps barrow@2. The note on GENERATOR_VERSION says
which stamp owns which kind of change, since that was the ambiguity.
README's test counts were still 39 and silent about the adapter suite.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Still unreleased. Answering the three blockers.
The worksheet and play sheet never rendered the new field, and stripping
the prose meant they said nothing at all — the two surfaces the whole
two-surface design is about. All five renderers now go through one helper,
core/roster.mjs, which also recovers the warning for delve files generated
before the field existed and refuses to add a line the prose already
carries. Measured across four themes: 40 of 40 delves carrying a roster now
warn on worksheet, play sheet and markdown alike.
Twenty-three was the wrong set. The spelling was never the semantics:
barrow's nightmare Wraith, cave's nightmare Troll and forest's battle Troll
carry the same non-discoverable restriction without the word ONLY. Marked,
so 26. I audited all 64 rosters rather than trusting the count — the ones
left unmarked are discoverable by trying (an Ogre with 12 Grit, mooks that
keep coming until the necromancer stops), and damage works on all of them.
commit() was unprotected, so a failed settings write threw out of stageArea
with the scene already real. It is caught now and says plainly that a retry
will raise the area twice. enter() also has a single-flight guard: it is
bound to a button, it awaits the Forge for seconds, and two overlapping
calls both read the same index.
Also: packById checks the geometry is one VANITY can build rather than just
truthy; foeSection is exported and the suite holds the two renderers to
agreement on all four kinds; and the module README and the seams warning
said 0.10.5 where everything else says 0.10.4.
41 core tests, 54 adapter tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Unreleased. The warning that v0.6.4 deleted is restored, but not as the
string heuristic that caused both faults — rosters carry beforeInitiative
now, and the renderers print it. 23 rosters have it: the 18 whose harmedBy
restricts what works, plus 5 Troll rosters that carried the instruction in
prose and so had two conventions between them. The prose copies are gone,
so it is said exactly once wherever it is said.
validate-pack enforces both halves — ONLY implies the field, and the phrase
may not appear in prose — and core/test.mjs now runs the validator over all
sixteen packs, so a pack regression fails the suite rather than waiting for
someone to remember the tool. Both rules were confirmed by breaking a pack
deliberately.
enter()'s decisions move to module/stage.mjs behind injected effects, which
makes the failure paths runnable under plain node. That immediately found a
bug in the first version of the extraction: Promise.resolve(fx.stage())
does not catch a synchronous throw, so a Forge that threw rather than
rejected would have taken the whole of enter() down. Nineteen of the new
tests are that matrix — failed scene, failed population with and without a
roster, failed hoard, failed cards, async rejection, and a Forge that
returns nothing.
The contract those tests hold: the scene is the commit point. Fail there
and nothing was entered, so a retry is safe; succeed and the turn advances
before anything else can fail, so a retry cannot restage. Everything after
degrades with a warning that says what was actually lost — the encounter
failure no longer promises a roster the area does not have, and the hoard
failure is no longer swallowed to the console.
Also: game.delve.loadPack is the validating resolver, so raiseDungeon can
no longer stage from a pack with no forgeStageType.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Five wild-kernel themes, each 4 motifs:
cave dark · deep · echo · keeping (cave geometry)
mountain ascent · cold · pass · weight (cave)
river crossing · current · course · drowned (fen)
lake stillness · mirror · sunken · rising (fen)
valley ridges · shelter · bottom · weather (forest)
Two rendering fixes surfaced by the new claimants, both in skeleton.mjs:
- `{conscript}'s` rendered "the climbers's"; conscripts are plural noun
phrases, so fill() now collapses s's to s'.
- claimants carrying their own article rendered "The The Grey"; named()
only prefixes when one is absent.
All 16 themes validate; 39 tests pass. Module → 0.6.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Barrow and Castle share a kernel — a dead claimant whose appetite outlived them.
A market or a river has no corpse in it, so the other two families needed the
kernel to generalise, and it does: something wanted a thing, and something was
done to keep it that way. Only who "something" is changes.
TOWN, on village geometry. The appetite belongs to the place and the claimants
are offices — a Corporation, a Watch Committee, a Guild of Mercers. It wants to
be prosperous, respectable, safe or necessary, and it priced people out,
chartered them away or struck them from the rolls to stay that way. Motifs:
ledger, appearances, vigilance, thoroughfare.
FOREST, on forest geometry. The appetite belongs to the wood, and the claimants
are its own names for itself. It wants to be entered, fed, spread or left
uncounted, and it took people, grew through them, or let them wander. Motifs:
paths, tithe, reclaiming, trackless.
Settlements also needed their own naming rule. A barrow is named for its
occupant; a town is not — it has a name and the claimant merely runs it. Packs
declare placeNameStyle, so "The Town of Watch Committee" is now Cold Harrow, run
by the Watch Committee.
Three of fifteen requested themes are done. The remaining twelve are the same
job repeated rather than a design question, since all three kernels now exist.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Groundwork for many themes, plus the first new one.
A pack validator enforces every structural rule this project learned the hard
way: situations that render as broken English, decisions that gate progress with
no alternative, motifs too thin to fill six areas without repeating, rosters
that do not say what harms them. Fifteen packs cannot be hand-checked; this
checks them in a second.
Themes are now discovered from content/index.json rather than hardcoded, so the
CLI takes --theme and --themes, the Foundry dropdown fills itself, and packs
load on demand instead of all at once.
Castle: four appetites — to be feared, never to give ground, to be obeyed at
once, the name to go on — over barrow geometry, since a keep is rooms and
corridors. 168 kernels from its own claimants and accommodations.
Fixed a bug the second theme exposed: the question the bottom problem asks was
hardcoded against barrow's appetite ids, so every other theme fell through to a
generic "Well?". It lives on the appetite in the pack now, and the validator
requires it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
What was on git could not be installed. foundry-module/ referenced core/ rather
than containing it, so an installed copy had no generator at all — it only ever
worked here because the live module directory had core/ copied in by hand.
core/ is now vendored into foundry-module/module/core/, minus cli.mjs and
test.mjs which are desk tools. module.json points manifest and download at
release assets, the way mapwright distributes, so a remote server can install by
URL without reaching into the repo tree.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>