Layout:
- CombatantRow: action controls (damage/AC/move/remove) grouped into one
right-aligned wrapper so they wrap together instead of scattering on narrow
widths.
- top bar: the campaign switcher now shrinks/truncates instead of overflowing
on tablet widths.
- character sheet header: stat coins go full-width grid on mobile; the name
truncates and scales down on small screens.
UX consistency:
- player Cast and resource Spend/Regain no longer fail silently — Cast shows the
reason, resource −/+ disable at their bounds.
- the AI encounter builder now catches load failures and reports them; level-up
advisor shows the human error message, not the error-kind enum.
- section headers standardized on the .smallcaps design token across 16 files
(replacing an ad-hoc uppercase class).
- player HP bar uses the shared Meter primitive.
pf2e depth: condition-effects table gains drained, dazzled, enfeebled, fatigued.
FeatCard: dropped a dead text-xl wrapper left from the emoji purge.
Left as documented (functional, off-theme, refactor-risky): the native
confirm/prompt in Settings cloud-conflict and the session-password flow.
Gate: 293 unit + 35 e2e + 2 realtime; tsc + build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Crash fix:
- restoreBackup (file + cloud pull) now validates each row through its Zod
schema, backfilling new fields — an older backup no longer lands characters
missing feats/concentration/etc and crashing the sheet. + test.
pf2e parity (closing feature gaps vs 5e):
- +9 missing classes (Animist, Exemplar, Gunslinger, Inventor, Kineticist,
Magus, Psychic, Summoner, Thaumaturge) with data + class tips.
- the wizard now enriches pf2e classes with their caster ability, so pf2e
spellcasters get the Spells step + "Caster" tag like 5e.
- editable Perception rank and spellcasting proficiency on the pf2e sheet
(fixes wrong initiative / spell DC at higher levels); rank-10 spell slots.
- pf2e monster resistances/weaknesses/immunities now apply in combat (flat
amounts: resistance subtracts, weakness adds, 'all' matches any type). + tests.
Glyph purge (finishing the emoji→Lucide migration): replaced ~40 leftover
text-glyphs (✕ − + ✦ 🤫 ⬆ ⬇ ☑ ☐ ▶ ◀ ‹ › ★ ↻ ▸ ↑ ●) with Lucide icons across
Modal (every dialog), the sheet sections, dice, settings, player panels, world
pages, map editor, roll tray, and session UI.
Gate: 293 unit + e2e green; tsc + build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P5 backend (the deferred items):
- conflict-aware cloud sync via optimistic concurrency: the server versions each
backup blob (file mtime) and rejects a push whose base version is stale (409),
so a second device can't silently overwrite a newer cloud copy. The client
tracks its last-synced version; the SyncStatusIndicator surfaces a "Sync
conflict" with one-click resolution (Use cloud / Keep this device), and the
Settings push offers the same choice.
- revocable invites: owner can rotate a campaign's invite code (kills the old
one) and remove a member (drops them + deletes their published characters).
(Skipped editor/player roles — no enforcement target in the current model.)
- image storage: deliberately deferred (live images already stream de-duped on a
separate channel; a backup blob-store is infra with no correctness gain).
P7 — subclass/feat/multiclass depth:
- feats are now first-class tracked records (name + effect text) in a Feats &
Features sheet section, not buried in notes. Dexie v15 migration.
- 5e multiclass spell-slot calculator: a pure multiclassSlots() (full ×1, half
÷2, third ÷3 → full-caster table) + a sheet control to fill the slot table for
multiclass casters. (Honest scope: tracking + slots, not per-subclass feature
automation.)
P8 — test hardening: v2-surfaces e2e (feats, multiclass calc, signals bell,
World nav) + server tests (blob versioning, invite rotation, member removal) +
multiclass unit tests.
Gate green: 283 unit + 35 e2e + 2 realtime. App + server build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Lay the foundation for full rules enforcement: a new pure, testable
mechanics kernel (src/lib/mechanics/) that derives structured, enforceable
game data from the loosely-typed compendium, plus the first user-facing
payoff (accurate armor AC + spell mechanics on the sheet).
- normalizers: spell (5e + pf2e), armor, monster defenses → typed
SpellMechanics / ArmorMechanics / DamageDefenses, with memoized derivers
wrapping the existing lazy compendium loaders (no new assets). 11 unit tests.
- character schema: spell entries snapshot concentration/save/damage at
compendium-link time; new top-level `concentration` slot and structured
`equippedArmor` (additive, defaulted). Dexie v14 migration backfills.
- AC model: baseArmorClass now consults equippedArmor (heavy = flat, medium =
Dex-capped) and falls back to the old 10+Dex formula when unarmored. Threaded
through every AC call site; armor picker added to the sheet (5e).
- compendium "Add spell to character" snapshots real mechanics via the kernel.
Backward-compatible: un-enriched spells/characters behave exactly as before.
Build + 244 unit tests green; armor→AC verified live in preview.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Replace all emoji icons (~26 instances) with Lucide icons across the app
(DashboardPage, SessionSidebar, PlayerBoards, MyCharacterPanel,
PlayerViewPage, EncounterTracker, CampaignsPage, HandoutControl,
SessionControl, CharacterSheet, EncounterTipCard, ActionGuide)
- Expose real 5e race data in wizard (ASI/vision/traits instead of stub desc);
add vision field to loadRaces5e return type
- Surface subclass descriptions after picking a subclass in the wizard
- Add per-class tips, race synergy notes, and ability/skill guidance in wizard
- New ActionGuide component: collapsible "What can I do on my turn?" in player view
- New SessionPrepCard: AI + fallback session hook generator on assistant page
- New NpcGenCard: AI + fallback quick NPC generator with "Add to campaign" action
- Inline NPC detail generator (wand button) on each NPC card in NpcsPage
- Quest hook generator button in QuestsPage header
- Condition tooltips in player party view (useConditionGlossary)
- Pass campaign.system through session snapshot so player view is system-aware
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Player view: a Quest log now syncs to players (snapshot += quests; broadcaster
passes campaign quests; PlayerBoards renders titles + objective checkboxes).
- AI (DeepSeek etc.): robust JSON extraction — strip code fences anywhere + a
brace-balanced scanner that ignores prose/braces in strings. Fixes "AI unavailable
(parse)" with OpenAI-compatible providers. +4 tests.
- Encounter advisor: now bidirectional — for an over-tuned (too-hard) fight it
suggests REMOVING/swapping monsters instead of only ever adding. +3 tests.
- Character share: works on iPad — native share sheet → clipboard → a copyable
link modal fallback (was a silently-failing clipboard write).
230 unit + 34 e2e + 2 realtime green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- character.portrait + mapToken.image (data URLs, Dexie v10, additive).
- src/lib/img/resize.ts: center-crop + downscale helper (160px tokens / 256px
portraits) keeping IndexedDB + wire payloads small.
- Portrait uploader on the character sheet; token icon uploader in the map token
modal (falls back to the linked character's portrait). Palette PC entries show
the portrait thumbnail.
- Tokens render the image clipped to the circle (HP ring + condition badge on top).
- Realtime: generalized the image channel to many images (map bg + token/portrait
icons), deduped by content and resent on reconnect. Player tokens/party carry an
imageId resolved from the session image cache; party panel shows portraits.
- Also: fix the encounter-picker dropdown text being clipped (drop fixed height).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Players claim a seat (GM approves) and drive their own character live —
HP/slots/resources/conditions/dice broadcast to the table — via new seat
protocol messages and per-seat ownership enforced in RoomHub. GM persists
player edits (charactersRepo.update → liveQuery → rebroadcast). Offline dev:
"Share with player" encodes a claim link (src/lib/sync/playerLink.ts) → /player
imports the character locally for full-sheet editing, bundled back as an
offlineSnapshot on seat claim for GM review.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Ability generation: standard array, point buy (27-pt, validated), 4d6kh3 roll;
AbilityGenModal with assign-from-pool + steppers (pure abilityGen lib + tests)
- Level-up flow: increment level, HP gain (average or roll hit die + CON)
- Print / save-to-PDF: print button + @media print hides app chrome and roll tray
- Plan: added Phase 11 (data-driven Assistant) to the roadmap
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Dice notation: exploding (Nd6!) and reroll-below (Nd6r2), capped + tested
- Degrees of success / roll-vs-DC (PF2e ±10 + nat 20/1 steps; 5e crit on nat 20/1)
- Global roll tray (shared store + RollTray in layout) with animated result + degree
- Roll from the character sheet: skills, saves, and attack to-hit/damage are
clickable and post to the tray + history (rollAndShow/rollCheck helpers)
- Saved roll macros per campaign (persisted) on the Dice page
10 new unit tests (notation explode/reroll, degrees), interactive-dice e2e.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Inventory + currency + encumbrance vs carrying capacity
- Class resources with correct short/long/daily rest recovery (applyRest)
- Spellcasting: slots (+pact), known/prepared spells, derived DC + attack
- Defenses: 5e death saves/inspiration/exhaustion, pf2e dying/wounded/hero points
- Derived weapon attacks + passive perception via extended RulesSystem
- Dexie v2 migration backfills new fields; debounced save flushes on pagehide
- 9 new unit tests, new character-depth e2e; all green
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>