- PF2e clumsy/enfeebled/drained/stupefied now penalise their correct, independent
statistic family (Dex/Str/Con/mental) instead of collapsing into one max'd '−N status'.
Frightened/sickened are 'all checks'. Distinct badges per family.
- Slowed is action loss only (no roll penalty); fatigued shows flat −1 AC/saves —
neither is value-scaled anymore.
- 5e Exhaustion now derives its cumulative level effects (ability-check disadvantage L1,
speed halved L2, attack + all-save disadvantage L3, speed 0 L5, dead L6).
- 5e Prone badge is range-qualified (adv. melee / disadv. ranged).
- New tickConditionsEndOfTurn: PF2e Frightened decays by 1 at end of turn (wired into
nextTurn via the combat tracker), removed at 0.
MechanicalState.statusPenalty (single number) → statusPenalties (per-family map).
Tests updated + added. Deferred: Drained HP/max-HP reduction (needs creature level
threaded into the damage flow).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Phase 5 — live-session & multi-device hardening:
- connectivityStore + SyncStatusIndicator in the shell: shows "Offline" when the
browser is offline and the cloud autosave state (saving / saved / failed) when
signed in; useCloudAutosave now reports its status. Owns online/offline events.
- server presence heartbeat: protocol-level ping/pong per socket terminates a
vanished connection (~30s), so a player who closes their laptop drops out of
the GM's roster instead of lingering. No client changes needed.
Phase 6 — onboarding & friction:
- navigation: surfaced the previously orphaned routes in the rail — a new
"World" group (Notes, NPCs, Quests, Calendar) and Homebrew + Assistant under
Reference. (Empty-state hints and map rename already existed.)
- combat keyboard control: n/→ next turn, p/← previous turn, guarded so it never
fires while typing; button tooltips document it.
Test hygiene: scoped now-ambiguous nav links in e2e to the Primary landmark, and
fixed pre-existing stale emoji selectors in the realtime suite (📡 Host → Host,
📨 Just for you → Just for you) left over from the Living Codex emoji purge.
Gate green: tsc + 277 unit + 34 e2e + 2 realtime. App + server build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The "buttons, not chatbot" core: the app recognizes a situation and offers the
fix; the user never has to formulate a request.
- src/lib/assistant/signals.ts: buildSignals() aggregates the existing advisor
detectors with new kernel-aware ones — quest-complete (all objectives done →
"Mark complete"), caster out-of-slots → "Short rest", concentrating-while-
bloodied warning — deduped and severity-sorted. 6 unit tests.
- extended SuggestAction with shortRest + completeQuest; one shared dispatcher
(useSignalAction) used by both surfaces so behaviour can't drift.
- SignalsBell: an ambient bell + popover in the top bar, visible from every
screen, with a count badge, one-click actions, and per-signal/clear-all
dismiss. AssistantPage refactored onto the same buildSignals + dispatcher.
- the AI cards were already actionable (NpcGen → npcsRepo, EncounterTip → add
to encounter, Assistant encounter builder → combat).
Also fixed a pre-existing invalid-HTML bug: ConditionPicker rendered a <Check>
SVG inside <option> (React hydration error spam) → plain "✓" text.
Build + 277 unit tests green; bell verified live (popover, actions, no errors).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Completes the deployable Phase 1-3 chunk: the combat tracker now runs the math.
- condition-effects engine: declarative CONDITION_EFFECTS_5E/PF2E table +
deriveState(system, speed, conditions) → effective speed / advantage state /
incapacitation / pf2e status penalty. Tracker shows effect badges
("Speed 0", "Disadv. attacks", "−2 status"); pure + 10 unit tests.
- damage types: applyDamage(c, amount, type?) consults snapshotted monster
DamageDefenses (immune→0, resist→halve, vulnerable→double), back-compatible.
Monster add snapshots damageDefenses; tracker shows a type picker only when a
creature has typed defenses, and the log notes resisted/vulnerable amounts.
- concentration + death saves are surfaced as REMINDERS, never auto-rolled:
damaging a concentrating PC logs "roll a DC N Con save…"; a downed PC's turn
logs "make a death saving throw." The player rolls and resolves via the Drop
button / death-save pips they already own. (Per user: no auto dice rolls —
it removes the player from their character.)
Build + 271 unit tests green. Verified live: grapple → Speed 0 badge;
fire-immune creature shows the immune-labelled damage picker.
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>
- Autosave: while signed in, a debounced full backup pushes whenever durable data
changes (useCloudAutosave watches a fingerprint of the main tables; high-churn
tables excluded). No-op signed out.
- Campaign-agnostic characters: PCs are now global — the Characters roster shows
every player character regardless of active campaign, and any PC can be added to
a fight. NPCs stay per-campaign. (charactersRepo.listAllPcs / useAllPcs; difficulty
fallback stays campaign-scoped.)
- Live "bring your own character": a joining player can push one of their own local
characters; the GM's grant inserts it into the campaign and seats them.
- Character builder: a system picker (5e / PF2e, defaults to the campaign) so creation
no longer assumes 5e; PF2e skill wording ("Trained" vs "proficient"); spell step now
explains how many to pick + that they're known spells prepared later.
230 unit + 34 e2e + 2 realtime green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Modal: focus into the dialog ONCE on open (not on every parent re-render), and
prefer the first field over the X button — fixes focus jumping to the close
button on each keystroke in the handout composer (and every other composer).
- Campaign edit: hide the System selector entirely (it's fixed after creation).
- Combat difficulty: rate against the PCs actually in the encounter (falls back to
the roster) so adding a player updates the reading.
- Character builder: ancestry/background description is now a scrollable panel
instead of clamped to 3 lines (no longer cut off on small screens).
223 unit + key e2e green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- src/lib/assistant/prompts.ts: balanceSuggestionSchema + buildBalancePrompt
(system message leads with the grounding constraint; restricts choices to the
provided compendium candidates).
- useEncounterAdvisor hook: builds context → picks system-correct candidates →
asks the LLM (when configured) for a structured pick, validates + filters names
to the candidate set, else falls back to the deterministic buildSuggestedEncounter.
Apply adds the creatures transactionally via encountersRepo.mutate.
- EncounterTipCard in the combat tracker: leads with the detected difficulty
tendency (or the current difficulty), offers a one-click grounded suggestion
(AI or deterministic) with propose→confirm Apply.
prompts unit tests + e2e for both the deterministic apply flow and the AI path
(stubbed provider); the AI test also confirms candidate-grounding (only
shortlisted creatures survive).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- src/lib/assistant/context.ts: buildCampaignContext() assembles a system-aware
snapshot led by an explicit systemConstraint (anti cross-system hallucination),
party, recent encounters with computed difficulty, quest/note summaries.
pickCreatureCandidates() pulls level/CR-appropriate creatures from the correct
bestiary so LLM tips are grounded in real data.
- src/lib/assistant/patterns.ts: difficultyTendency() + detectThemes() classify
whether the DM's encounters skew too easy/hard, rating each fight against its
party-level snapshot.
- Encounter schema gains optional partyLevelsSnapshot + outcome (Dexie v7, additive).
Combat tracker snapshots PC levels at start and rates difficulty against them.
17 assistant unit tests (context + patterns).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Player View (/play): read-only projector screen — party HP bars + conditions,
active-encounter initiative with current turn; enemy HP hidden behind a
Healthy/Bloodied/Down status band; Fullscreen button
- SyncAdapter seam (src/lib/sync): local-first default via Dexie liveQuery;
documents where a future networked (WebSocket/CRDT) backend plugs in
- Dashboard + routes get a Player View entry
- Robustness: encountersRepo.mutate() does transactional read-modify-write so
rapid combat mutations can't overwrite each other (old C19 race); tracker uses it
New player-view e2e. Networked multiplayer backend intentionally deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Advantage/Disadvantage are now toggle modes (rollStore.mode) applied to d20
rolls everywhere (dice page, sheet skills/saves/attacks), preserving modifiers;
applyRollMode() rewrites the first d20 -> 2d20kh1/kl1
- addCombatant auto-numbers duplicate names (Goblin 1, Goblin 2, …); the first
duplicate also renames the original. Quantity add relies on this.
- Tests for applyRollMode + duplicate numbering
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Condition durations + auto-expiry: timed conditions tick down on the affected
combatant's turn and drop at 0 (engine tickConditions; UI rounds field + (Nr) chip)
- Initiative: Roll-all (d20 + per-combatant bonus, re-sort anchored) + group/quantity add
- Combat log: per-round event feed (turns, round changes, damage/heal, expiries,
removals) + in-memory Undo of the last change
- Encounter difficulty budget: 5e XP thresholds + PF2e level budget (pure lib +
tests); live difficulty/XP-award readout from monster combatants vs the party
- Combatants carry initBonus + cr/level; compendium add-to-combat passes them
18 new unit tests (durations, applyInitiatives, budget), new combat-depth e2e.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Scraped PF2e reference from Archives of Nethys ES into public/data/pf2e/
(spells, creatures, feats, equipment, weapons, armor, ancestries, heritages,
backgrounds, archetypes, actions, conditions, deities) via scripts/fetch_pf2e.ts
- Registry-driven compendium: system toggle + per-category nav + generic filters
- 5e expanded: weapons, armor, feats, conditions added alongside spells/monsters/items
- PF2e data served as static assets (fetched, not bundled) for fast native parse
- Cross-links: add spell->spellbook / item->inventory to a campaign character;
add monster/creature -> open encounter
- Condition tooltips in combat sourced from the conditions glossary
- Tests: registry filter unit tests, compendium e2e (browse + cross-link)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- System-aware condition list (5e PHB / pf2e) in src/lib/rules/conditions.ts
- Dropdown replaces free-text input; non-valued conditions add instantly,
valued ones (Exhaustion, Frightened N, etc.) show a value field, plus Custom
- Already-applied conditions disabled in the list; chips remain click-to-remove
- New e2e covering preset + valued add and tag removal
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>