⚔ Paladin

Release log

  1. v1.349 TODO: the arena runs out of opponents (audit at v1.348), top priority
  2. v1.348 A rival lying unconscious shows the life it fell with (below zero) on its card; test runs no longer touch real opponents: the smoke test fights its throwaway foe, the tournament test its own, and what a run did to a real opponent is put back; migration 083
  3. v1.347 NPC card: a rival out cold reads Out cold, not 1 LP
  4. v1.346 NPC card: a rival lying in the street says so
  5. v1.345 NPC card: the level and the morality wheel ride in the header beside the name (the modal's title, the page's h1) and the card no longer repeats the name; the scrub sets out_loot_hours to 0
  6. v1.344 NPC card: a beaten fighter reads 'Beaten by X, and nursing his wounds until dawn'; the UAT scrub stands wounded rivals up
  7. v1.343 NPC card: Last fights is Last events
  8. v1.342 NPC card: the figure twice as large, the numbers in a column at the right of the head, the level badge and the morality wheel as on a player's card, rules between the sections, names in the last fights as links
  9. v1.341 Fighters' names are links that open their cards: the arena's opponents and unconscious, the town lists, and every name in the Live feed, the journal and the town's news
  10. v1.340 Deployment preparation: a production .htaccess for the public folder, config/app.local.php.example, bin/scrub-for-uat.sql, docs/deployment.md, and PALADIN_DB_NAME
  11. v1.339 Arena in near real time: the page polls every 8 s for opponents gone, opponents others are looking at (amber, blinking) or fighting (red), and newcomers (a Refresh banner); an opponent in someone else's bout is held; migration 082
  12. v1.338 Smoke test: the arena's once-only forms are checked only when the arena page is the one served
  13. v1.337 Arena: a stale click is told in the Live feed and no longer in a banner; the page asks every 30 s which opponents are gone and dims them; a submitted challenge button is pressed once
  14. v1.336 Shops: the affordable weapons and armour blink for as long as the first steps are on
  15. v1.335 A looter caught is told in the Live feed, red and blinking while fresh, with its figures (lashes, LP lost, writings) in gold, and no longer in a banner above it
  16. v1.334 Arena: the Unconscious section is folded by default
  17. v1.333 Armourer buttons blink once the weapon is bought and the character wears no armour, as well as while arming
  18. v1.332 Onboarding guides the eye: the next surface to click blinks (roll button, the no-weapon notice, the Armoury, the affordable weapons and armour, the healer, fair opponents); Find a fighter is folded for a newcomer; the email step comes last
  19. v1.331 Email verification: a second first-steps item with a mailed link (hashed token, 48 h, one per two minutes), a Mailer with log and mail drivers, bin/test-mail.php for UAT, and config/app.local.php finally loaded; migration 081
  20. v1.330 Sign-up: a required box accepting the terms of use and the privacy policy and stating the age of 16; the acceptance and the version of the terms are stored; migration 080
  21. v1.329 Legal details: Potomitan SASU as publisher, Likuid.com as host in the Netherlands; the policy gains data location, security, 30-day deletion and notice, and the age of 16 like book-tribe.fr
  22. v1.328 Legal pages cover paid options: a Terms of sale page, the seller's identity and mediator in the notice, payments and receipts in the privacy policy, paid options in the terms of use
  23. v1.327 First steps become step by step: one step at a time with its instructions and a progress bar, the others folded away
  24. v1.326 Legal pages in English: legal notice, privacy policy and terms of use, linked from the footer; the publisher's facts come from config/legal.php
  25. v1.325 First steps: a sixth step, read what happened (the Live section and the town's news); account forms 50px lower; migration 079
  26. v1.324 Account pages: the form sits lower so the map's title shows
  27. v1.323 Onboarding: a first-steps checklist on the dashboard (create, arm, fight, win, heal; hideable) and a welcome on the first character's creation page; migration 078
  28. v1.322 Sign in, sign up and password pages stand on the landing page's map, without ads
  29. v1.321 art: the Potomitan logo master
  30. v1.320 Footer: the Potomitan logo links to potomitan.eu
  31. v1.319 Landing page fits one desktop screen: shorter cards, a tighter hero, the tale takes the height that is left
  32. v1.318 Footer: the Potomitan logo on the right; the landing page loses its bottom buttons
  33. v1.317 The handbook is for signed-in players with a first character; the landing tale is Chronicles of Obscurity, with the darkness in the east and the migrants at the gates
  34. v1.316 Landing page: the four cards are back, and the tale drifts upward by itself, very slowly
  35. v1.315 Landing page: a short tale of the queen, the golden plates and Liysandor in place of the feature cards
  36. v1.314 Landing page: the step list goes, fighter becomes character
  37. v1.313 Landing page without the ad rail: the page takes the width
  38. v1.312 Landing page: the map of Paladinyhät as a faint backdrop, the world's pulse, four pillars and the four first steps; the round is the hour, the dawn the day
  39. v1.311 Top bar: each town gauge lists who is active there and who is on the road; Natality and Mortality open their lists; the round and the dawn count down by the second
  40. v1.310 Ad rail: Book Tribe, Stockhold and Potomitan creatives in French and English, built from art/ads/src
  41. v1.309 Rivals waive the healer's potion unless left with over 20 gold; a combat-setup option to pay the arena healer; looted fighters as entries of the town's news, the town's journal page, gold figures in the news; CP lines carry their gold, LP and XP
  42. v1.308 bin/rival-sim.php: lives the rivals forward on a clone and reports; first findings on the cash floor and the revival fee
  43. v1.307 Autopilot walks to the town that teaches its next spell; a rival beaten by a player pays the arena healer or lies in the street
  44. v1.306 Arena: everyone sees the unconscious and who has been looted; only a Rogue is offered the Loot button
  45. v1.305 Arena: the Unconscious section is always shown (empty says so) and the town's name follows the Arena header
  46. v1.304 Looting the unconscious: the arena's Unconscious section, the Rogue's Loot button, jail and the town register; broke rivals lie out until dawn
  47. v1.303 Live lines and journal titles show their figures in gold; the looting spec digest (unconscious section, Rogue loot)
  48. v1.302 Rivals: 20-gold cash floor and the arena healer's fee, told as one feed line a day; tests no longer depend on the live shelf, feed caps or dice
  49. v1.301 Autopilot: the magic lesson (a job first when one shift closes the gap) and a win chance that counts the plan's kneel
  50. v1.300 The Team: arena deposit and the street, teams, carrying, teaching, lending, and the autopilot's team lines
  51. v1.299 Autopilot: no switch-on over an activity, the arena healer's fee kept back, nothing by magic when out cold, kit sold for a meal; the Team spec
  52. v1.298 Autopilot: switch and combat setup usable by a resting fighter; card layout; the arena test fights its own opponent
  53. v1.297 Character autopilot: six care plans that look after a fighter (eat, sleep, heal, work, train, fight)
  54. v1.296 Backfill gold, LP and XP figures on older Live feed lines from their own text
  55. v1.295 TownTest: put Hrafnholm's shelves back too before counting them
  56. v1.294 World feed: 6 events a town a round and 24 a day instead of 6 a day
  57. v1.293 Half-elf looks (2 men, 3 women), the new half-orc man, and bigger armour for the half-orc and half-elf
  58. v1.292 Character card head and picker, dashboard bands, timed rest outdoors, impact figures in the Live feed
  59. v1.291 Dawn at 07:00 UTC: 09:00 in Paris in summer time
  60. v1.290 Natality and Mortality in the masthead, to the right of the brand
  61. v1.289 Dashboard: Natality and Mortality since dawn
  62. v1.288 Painted armour parts for the half-orc shapes (40 layers)
  63. v1.287 Figure test: the half-orc has its own armour layers now
  64. v1.286 Arena: a town's roster and its waiting players are the fighters of its band only; RivalPartsTest no longer leaves the shelves refilled for a far-off week; tools for the half-orc armour and parts
  65. v1.285 The half-orc man: cut out afresh after the face retouch
  66. v1.284 The half-orc man's face: a low hairline, a heavier brow, a flatter broader nose
  67. v1.283 The half-orc man: short curly hair, pointed ears again, the figure cut out afresh (art/tools/recut.py)
  68. v1.282 The half-orc man: a small loincloth instead of the bulky brief, a hairy chest and belly (art/tools/retouch.py); body generator options
  69. v1.281 The half-orc man: slightly pointed ears inpainted on the photoreal body (art/tools/ears.py)
  70. v1.280 The half-orc man: the photoreal candidate (seed 20261028), not the cartoon one
  71. v1.279 Figure tests follow the half-orc man's new clause
  72. v1.278 The half-orc man: lighter skin matching the woman's, softer muscle
  73. v1.277 The half-orc reworked: half human, half neanderthal (slightly shorter, stockier, tanned olive skin with a green tint, slightly pointed ears); the orc plan's anchors and pose, a body generator for ComfyUI
  74. v1.276 Painted armour parts: the 40 layers of the two human shapes (made on ComfyUI), a preview tool
  75. v1.275 Painted armour parts: masks per piece, prompts and the ComfyUI runner, the loader with vector fallback, the build step (art/parts/README.md)
  76. v1.274 The retune: creatures re-tuned against a typical fighter with armour parts (13 left as they were: their attributes are off), the thugs' life share, wraiths phase through plain blows two in three, a riposte too passes through the ethereal; the calibration includes parts and magic gear
  77. v1.273 Matchmaking sees armour parts, magic items, ethereal foes and lent spells
  78. v1.272 Armour parts drawn as simple shapes on the painted figures
  79. v1.271 Armour parts, stage 3: a magic helm, gauntlets, bracers or boots is a plain armour part until read; rivals put them on; the handbook; a rival's finds are drawn from its id and the dawn
  80. v1.270 Armour parts, stage 2: the pawnshop buys parts; rivals buy, wear and wear out parts; the NPC card shows them
  81. v1.269 Armour parts, stage 1: 24 pieces (helmet, arms, thighs, high boots), flat damage reduction at their place, wear, weight, buying, wearing, repair, conciergerie
  82. v1.268 Magic items: creature traits, conditional effects, ethereal creatures, strength and agility, damage against kinds, effects of blows and of carried horns
  83. v1.267 Magic items: rivals wield enchanted weapons and armour, relics drop (rarely, once in the world), items on the body go to the killer
  84. v1.266 Magic items spec: status after the build
  85. v1.265 Handbook: Magic items; fix the rival test of a spell ring
  86. v1.264 Magic items, stage 3: spells lent by items (cast as the item's level, within casts left by combat, dawn and in all), half wear for enchanted pieces, the pawnbroker leaves enchanted pieces
  87. v1.263 Magic items, stage 2: rivals find, have read and wear items; a killer takes the dead's objects
  88. v1.262 Magic items, stage 1: 176-item catalogue, drops from creatures, the wizard reads them, wearing (one a slot, two rings, four in all), always-on modifiers in fights
  89. v1.261 Armour parts spec (draft): helmet, arm, thigh and high boots in six materials
  90. v1.260 Magic items spec: an unidentified weapon or armour works as its plain base item
  91. v1.259 Magic items spec (draft): slots, cap of four, uses, wear, identification, relics
  92. v1.258 Pawnshop: 10% conversion fee on appraised jewels; monastery: one free retreat a year; autopilot heals at 60% and only rushes a limb one point from loss
  93. v1.257 Street encounters, the road report and the journal's detail show every figure in gold (nums())
  94. v1.256 The town's colour on the fighter's card, and the town's name, small and coloured, after the name of each building
  95. v1.255 Town activity: all six towns, each speedometer in the colour of its town (config/towns.php)
  96. v1.254 Walking is not resting (no life mended on a road, no resting chip or sleep bar); Town activity: a speedometer per city of Paladinyhat (active fighters out of inhabitants) left of the Handbook, a modal on narrow screens
  97. v1.253 Every flag of the dashboard is a button to its building; the building draws a bar of the long action's progress (migration 064, action_started_at); a traveller is resting on the way; tests that assumed a whole roster use their own rival
  98. v1.252 The NPC card's last fights read as English (Erik made Shoën kneel, lost to, beat, knocked out)
  99. v1.251 Find a fighter: the search pages on, 25 a page, with Previous and Next
  100. v1.250 Handbook: life is real for rivals, the arena list, the NPC card, tracking and the dashboard's search
  101. v1.249 Vitals are real: a rival fights with the life it has and keeps what a fight leaves it; a rival too hurt for its temperament (brawler 50%, looter 60%, duellist 65%, guard 70%, saver 80%, junior 35%) is withdrawn from the arena while its care plan mends it; the card says so
  102. v1.248 Arena rework: every section folds (the Live journal too); Choose an opponent as grid or list (class, appraisal, type, success, track star, the NPC card on a click); the NPC card on the fight page's right; tracked NPCs (migration 063) and the dashboard's Find a fighter (search, favourites)
  103. v1.247 Success rolls (a d100 against 20 + Intelligence + half of it a level) for Burning Hands, Sleep (three outcomes on the one roll, the target's Intelligence, Endurance and blood lower it), Shield (3-18 s, new caps) and Invisibility; simulated again (docs/magic-balance.md)
  104. v1.246 Stone Touch (caps, and it slows), Burning Hands (2-4 damage, caps), Sleep and Shield (a 2 s incantation) as the founder changed them; the simulation run again (docs/magic-balance.md, config/magic-power.php); the test fighters of RivalLifeTest do not avoid being maimed
  105. v1.245 The retune for magic: the rivals' care plan learns spells in the order of its calling (saving for lessons, a share of the spare gold, the table of whom learns what in docs/npc-magic-plan.md); Matchmaking counts the spells each side may cast (fitted by bin/magic-tune.php, docs/magic-balance.md); Avoid being maimed is checked by default (migration 062)
  106. v1.244 Two guards: a fighter at its spell lessons does nothing else and cannot leave the school or the temple; a double click on a meal is one meal (already eaten); migration 061
  107. v1.243 Friendly Animal (a wild animal befriended outdoors and at the town's edge, by the dawn); the manual-mode hint: your windows and the opponent's blows in the round, the best moment for each spell; handbook and spec
  108. v1.242 Push, Invisibility, Dancing Lights and Blindness in the engine (a standing Push cancels the next successful blow; spoken spells are begun where the foe's next blow falls after them; Dispel undoes the long ones); Shield is 8 plus the level; nobody loses life resting, and a bed taken hungry earns half; migration 060
  109. v1.241 Shield is a kinetic shield: +10 to the caster's defence and a critical against it is a regular attack; a spell that works animates a card (live and replay); the Ongoing trips arrows follow the drawn roads
  110. v1.240 On demand: ask for a spell next to 'Fight the next round'; it is cast at the first free window; handbook and spec updated
  111. v1.239 The magic engine: Sleep (the roll against Intelligence, Endurance and race; sleeper, dizzy, immune; one blow or free blows by morality; the arena cheers or boos), Burning Hands (the worst on bare or non-metal ground, the first-burn dizziness kept as a flag for good, heavy wear on non-metal gear), Shield (armour in the defence, the blow's wear first), Dispel Magic, casts per combat by level without the 60-minute wait, Healing Touch at 80% or a part in danger; every modifier in the journal's table; migration 059
  112. v1.238 Ongoing trips (was Travel): counted over real days and only for those who exist, the test leftovers purged (267 'travellers' were test rivals); the deity's morality letter shown (N, NE...)
  113. v1.237 The Travel page: the world map with the flow of travellers (arrows as wide as their number, one a direction, 7 or 30 dawns), from the dashboard; rivals walk to a temple that welcomes them when their town has none, and home after the lessons; the log of moves gets a reason; the integration test fights its own opponent; migration 058
  114. v1.236 Temples: two deities a city of Paladinyhat, clerical spells learned there (every spell at every temple, seats per temple), a free blessing once a dawn spread over the hurt parts, a 5% miracle restoring the first lost limb (charisma back, the prosthesis kept to sell at the pawnshop), the Temple tile in the halls, 25% in-town encounters at the doors; the healer drops the classroom; migration 057
  115. v1.235 Classroom seats: when every seat is taken, say when the next is freed (golden numbers on the page, plain in the refusal); the Bank tile joins the shops, the wizard the halls
  116. v1.234 The wizard's shop opens: a classroom of its own for Burning Hands, Sleep and Shield (Wizard, Mentalist; Ranger Sleep only), spells by calling (Monk Healing Touch only, Hermit without Stone Touch), seats and lessons per school, rivals study only what the arena can cast
  117. v1.233 Wizard magic spec: Sleep, Shield, Burning Hands, Dispel Magic, caps, the wizard's shop (validated)
  118. v1.232 Style: the Town and Tournaments panels take the journal's body font and size, with the figures that matter in gold (a body class by area, CSS only)
  119. v1.231 Handbook: Town's news (what the feed carries, its delay and retention) and Rivals and the bank (purse cap, the road, wealth trips)
  120. v1.230 Blow by blow: expand all / collapse all in the section header
  121. v1.229 Avoid being maimed only acts on the blow that would maim: it is spread over every part and the character kneels right after it; every other blow lands as usual
  122. v1.228 Autopilot: 'Avoid being maimed' (blows spread over every body part, kneel before a part can be lost), kept on the character with the kneel setting, applied round by round too; migration 056
  123. v1.227 A body part lost costs a point of charisma, for a character (every path, once for each part newly lost, never below 1, told in the journal) and for a rival
  124. v1.226 A fourth bar on the character card and the dashboard cards: the experience earned toward the next level, above life
  125. v1.225 The tournaments page says when the season's tournament days start, or end, in gold
  126. v1.224 The other building tabs: the healer, the training yard, the guild, the monastery and the bank say when things come back or end, in gold; a full classroom says when the next seat is freed
  127. v1.223 Every sold-out line says when the stock is back, in gold: the weaponry, the armourer, the alchemist (and its daily potions), the pawnshop, the tavern's feasts, the labour market
  128. v1.222 The feed's purge moves from the read to the dawn tick, on the real date: a test's made-up date no longer wipes the real events
  129. v1.221 Juniors: the dawn intake (10 a dawn, capped by the town's other inhabitants), the junior mind (eager until a defeat or a lost limb, then a strategy), the news item and the tavern's gossip, the arena label; migration 055. The feed purge test no longer wipes real events
  130. v1.220 Juniors: no pirate in Liysandor (the thief takes its share), no half-elf barbarian, at least 20 gold left in the purse
  131. v1.219 Juniors: the generator (level 1 newcomers: race, calling, alignment, 4d6 scores dealt by calling, a kit from the starting gold, names), a preview page of rendered figures, the spec; not yet wired to the dawn
  132. v1.218 Handbook index: the labour market line
  133. v1.217 The labour market is open to every player, whatever the life and the gold; the broke-and-hurt rule stays the rivals'
  134. v1.216 The life, sleep and food bars stay on the cards of a fighter at work, in lessons or on retreat
  135. v1.215 At work: the section body in the journal's font and size, the changing numbers in gold; the serif stays on the heading
  136. v1.214 At work: a bar of the gold earned over the gold to earn, and nothing but quitting where the job allows it (the router guard)
  137. v1.213 Sleep bar: the stay is read as booked (end minus hours), not from the payout marker, so 5 of 6 hours slept shows 83%; the open night counts from its watch
  138. v1.212 Handbook: the simpler bars
  139. v1.211 Food and sleep bars simplified: one colour per stage, drained by the time left; a rest is a bar of 6 hours filled by the hours slept; no marker
  140. v1.210 Rest in the open: a bar of the life earned over the life to earn, and nothing but the way back (must return to town first); migration 054
  141. v1.209 Router test: a public route skips the bed guard
  142. v1.208 A fighter asleep in a bed does nothing but get up: every action in town, on the sheet, in the arena and the tournaments is refused (a router guard), and the arena opens on the leave-your-bed page
  143. v1.207 The meals are shut while asleep: only Get up can be clicked (the buttons and the service)
  144. v1.206 The tavern's Sleep panel: a bar of the life points earned over the total to earn, instead of the long sentence
  145. v1.205 Tavern text: a character, with he/she
  146. v1.204 Food and sleep by duration, no dawn: two clocks per fighter (fed/hungry/very hungry/famished, rested/tired/very tired/exhausted), -2 and -4 attack and defence that add up, life lost in 24 h steps, a prorated sleep, bars with the time to the next stage
  147. v1.203 Spec: food and sleep by duration, no dawn (stages, prorated sleep, loss steps)
  148. v1.202 The three bars are three times longer, with their legend below each bar
  149. v1.201 Food and sleep bars: the state and a duration at the end of each bar (fed or hungry until life is lost, resting until the rest is over, sleep due within), the clock times stay in the tooltip
  150. v1.200 Sleep bar: a neglected fighter is told to sleep now (not at the due mark), and a night in the open shows as a rest of one watch
  151. v1.199 Dashboard cards: the three bars start at the left edge of the card, under the figure and its town, in line with the town's first letter
  152. v1.198 Life (LP), Sleep, Food as three left-aligned bars on the character card and on the dashboard's cards; the spell-fight test brings its own opponent
  153. v1.197 Character card: the condition bar leads the thin bars above food, coloured green, orange or red like the food and sleep bars
  154. v1.196 Appraisal is for jewels only (value, or magic only the wizard can tell; blind half price otherwise); food and sleep bars on the character card and the dashboard cards; the arena weight moves to the Kit header
  155. v1.195 Character page: every section folds (and remembers it), food and sleep drawn along the dawn (fed until, hungry, sleeping and when the rest is over, sleep due, when it starts to hurt)
  156. v1.194 The pawnshop buys: spare weapons and armour by wear (half, a quarter, a tenth, refused under 20%), jewels at their value (now kept, not sold on the spot), appraisals at 5 gold; rivals sell the piece they replace
  157. v1.193 The feed's "back in town" line: a robbed rival starts the next dawn back where it was robbed, once; a rival's news goes with the rival
  158. v1.192 Rivals on the road: a robbery roll a leg (robbed rivals lose the purse and turn back, the feed tells it), wealth trips to fetch money from a bank elsewhere; rival roster tests no longer trip on real successors
  159. v1.191 Rivals that move keep their wealth in the bank where it was deposited, drawing only travelling money
  160. v1.190 Rivals use the bank: a purse cap by level, the excess parked in the town's bank (fees and renewals), a draw when thin, the account emptied before a move; rivals carry the arena weight
  161. v1.189 Town's news: "Queen Cyilean and her golden plates arrived {day} in {town}. No one dares make trouble."
  162. v1.188 Town's news: the date of the next special day is its own, not the day before
  163. v1.187 Town's news: a guild day is one guild's day, "starts in N days" with the number in gold, details are the description alone
  164. v1.186 Town's news: the feed dressed like the Live journal (card, dot, dated rows, folded details)
  165. v1.185 The world feed: news of the towns at the foot of the Town screen (queen, special days, stored events 7 days, two dawns echo, 6 a town a dawn)
  166. v1.184 Spec: the founder accepted the world feed defaults
  167. v1.183 Spec: the world feed, rivals at the bank and rivals on the road
  168. v1.182 Handbook: the bank and the weight, the queen and the street, the odd meetings of the road; heavy armour's double cost confirmed
  169. v1.181 Outcast barbarian also lets a peasant or a hermit pass
  170. v1.180 Outcast barbarian also attacks the urbans on sight (soldier, knight, paladin, monk, priest, wizard, mentalist)
  171. v1.179 Ten add-on creatures in the outdoor encounter table (kobold pair, skeleton, outcast barbarian, cougar, hustler, troubadour, lady in trouble, slave hunter, siren; lost soul held back)
  172. v1.178 The monster at the town's edge takes the whole of its loot as on the road (gear, potions, jewels, magic objects)
  173. v1.177 In-town encounters: any kind anywhere (one drawn at random), the drunk fighter (a real rival, limited damage) and the monster at the town's edge when leaving
  174. v1.176 In-town encounters: the street rolls trouble when the queen is away (thugs, drunk bully, pickpocket, courtesan), one a dawn
  175. v1.175 The bank, platinum and the weight of things; the queen's court, special-days banner, thug fight; fight verdict modal
  176. v1.174 Combat: an attack or defence number changed by a wound flashes hard before it changes, on the fighter cards of a live round and in the replay (FightStats rebuilds both fighters' numbers blow by blow); an opponent's wounds now show on its card
  177. v1.173 Battle post-mortem: the fighters' kit, bonuses, pace and final state move into the replay header and the duplicate cards are dropped (kept for browsers without scripting); the dice table is folded by default
  178. v1.172 Combat: strength damage bound to half the weapon's maximum (bonus and penalty), defence from agility alone; the card of whoever takes a blow flashes before the damage is told (live round and replay), the dice table folded under each blow in a fight still on; the arena healer wakes the unconscious for 20 gold (1-3 life), the broke wake at dawn
  179. v1.171 Rivals above a town's band live in the town of their level: 7 NPCs walked out of Liysandor (data move), and a rival cast from a veteran now stands in the town of its level; tests made independent of the day's feasts
  180. v1.170 Handbook rewritten for what the game has become (life by dice, the town's buildings, the sleep and long-action flags, special days and gossip, errands, the Guild Hall); dashboard: no fight/train/heal chips during a long action
  181. v1.169 Soldier: 80 gold, 5 days
  182. v1.168 Soldier trains 5 days (fee unchanged at 500 gold)
  183. v1.167 The tavern's art and gossip: on a special day a seat and a meal are a roll (60%, 75% the hour after a refusal), dishes cost 20% more and give 10% more life, beds 50%, entertainers, a 20% gossip roll once a day offering a paid errand of 2-4 hours (migration 043)
  184. v1.166 Higher callings train by tier: 100 gold 5 days, 500 gold 10, 1000 gold 15, 2000 gold 20
  185. v1.165 Combat spec v6: the torso is never lost (overflow to the condition), a lost head is death, spells in the strike window, life by dice
  186. v1.164 Higher callings train too: 10% of their fee in days (15% above 500 gold): Monk 10, Priest 50, Knight 150, Paladin 300
  187. v1.163 Dashboard: the town under the fighter's feet is written in Germania One (self-hosted, OFL), an angular Nordic Latin face, instead of runes
  188. v1.162 Dashboard: the runic town name is 15% larger
  189. v1.161 Dashboard: the town of a fighter, in small runes, under its feet
  190. v1.160 Dashboard card: everything from the long-action flag down starts at the card's left edge under the figure; only Details and Town remain as buttons
  191. v1.159 Dashboard: the fights chip says how many fights were fought (Fought 1 of 4), not how many are left
  192. v1.158 Dashboard: a flag for the long action a fighter is in (monastery, lessons for a calling or a spell, a shift, a journey, a rest outdoors, a wait in the arena), with its time left and a link
  193. v1.157 Wounds: the torso is called torso (not body) and is never lost: once empty, its overflow comes off the overall condition; a lost head is instant death; a level's life mends the parts too
  194. v1.156 A sleep flag after the hunger flag (Slept / Can sleep / Must sleep) and when the last full 6-hour night ended; a journey does not count as sleep (migration 042)
  195. v1.155 Dashboard: the roll chip reads "X Rolls for LP"
  196. v1.154 Dashboard: a fighter with levels waiting for the dice is flagged, its level flashing, with a link to roll
  197. v1.153 The retune for life by dice: the benchmark fighter has the average dice life, the win-chance curve refitted (2.5 / 0.0), every creature's life retuned
  198. v1.152 Life by dice: each level earns two dice of the calling's kind (d10 / d6 / d8 / d4+1), the best, plus an endurance modifier; a player rolls it and a level is taken only then; NPCs retuned and rolled automatically; characters below the average get the levels since inception to roll (migrations 040-041)
  199. v1.151 Travel to: The towns is collapsed by default and shows population and open positions as of two dawns ago (migration 039); the town's description follows the dropdown
  200. v1.150 The town screen: smaller buildings with the description as a tooltip (a collapsed line on a phone); Armoury, Apothecary, Leave town and Town hall hold their pages as tabs; Shops, Halls and The road
  201. v1.149 The road report tells every quiet watch too: an entry every 2 hours on the road (6 at rest) saying all went well (migration 038)
  202. v1.148 A journey whose rolls were all settled before its end now arrives when the last hour is up (MySQL reports 0 changed rows for a settle with nothing to write)
  203. v1.147 Clerical magic, part 2: the healer's classroom (seats, lessons in dawns), casting rules on the character page, rivals that learn and cast, the handbook page on magic and the Guild Hall
  204. v1.146 Clerical magic, part 1: Healing Touch, Stone Touch and Fluffy Friend in the duel (cast instead of a strike, paralysis suspends the strike cap, the bird), saved with the fight, in the log, the journal and the replay; known spells and cool-downs (migration 037)
  205. v1.145 The Guild Hall: a new calling costs ten times its old fee and as many days of training as the old fee (Ranger 150 gold, 15 days); training state (migration 036), out of the character page
  206. v1.144 Clerical/Divine magic spec: three spells, the healer's classroom, casting rules (draft validated, not built)
  207. v1.143 The circuit is called Tournaments everywhere the player reads it
  208. v1.142 On the road: a live countdown (Arriving at X in 10 h 42 min) replaces the Town, Tournaments and Arena buttons while travelling
  209. v1.141 A stopped or unreachable MySQL shows a "back soon" page (503, retries every 30 s) instead of a PDO stack trace
  210. v1.140 Tavern and alchemist prices rise 25% per town tier; one Travel to tile with a dropdown of every town, by the shortest way along the roads
  211. v1.139 The towns: town on characters and rivals, the arena guarded by level band, shelves, potions, positions and feasts in proportion to the population, rivals who walk, the road between towns (migration 035)
  212. v1.138 Available to fight: 4 unsupervised fights a day (not an hour), any fighter above 80% of its life may wait; the pawnshop shows portraits (migration 034)
  213. v1.137 Available to fight: a fighter waits in the arena for other players (1-4 fights, kneel 70%, at most 4 an hour); challengers pick it, the fight is resolved at once and replayed; beaten, never finished (migration 033)
  214. v1.136 NPC moralities follow their calling's gates: a Paladin is Good and lawful, never a Looter, never finishes the helpless (14 rivals fixed)
  215. v1.135 TODO: the world map generator, kept for the next level I towns
  216. v1.134 The world map as an obscure medieval manuscript: engraved and hatched mountains, woodcut trees, stippled desert, wave lines, rhumb lines, walled-town vignettes, blackletter title, double frame and compass roses on stained vellum, aged and scorched; Liysandor at its new place, a stream to Port Saltmere, a forest belt south of Liysandor and Qasr Zahira in the desert. The previous parchment map is kept as world-map-v3
  217. v1.133 Liysandor stands half-way between Port Saltmere and Sidi Marwan; road lengths recomputed
  218. v1.132 The world map as a heroic-fantasy parchment: painted washes, ink symbols, winding roads, border posts, castles, Roman tiers and the Paladinyhät banner; the photographic one is kept as world-map-photo
  219. v1.131 Old guard adopted as rivals on the live data (TODO)
  220. v1.130 The world map in 3D: an oblique photographic view (ComfyUI over a perspective-warped relief layout), the roads, hours and towns projected over it; the flat map is kept as world-map-flat
  221. v1.129 SmokeTest: the tavern bed is a 95% roll per character, so the test checks the refusal when a fresh character finds the room full (the flicker seen four times)
  222. v1.128 Demographics rebalanced (Shaman 7, Half-Elf 10); the census and Townhall count the old guard as rivals; adopt-orphans --designed ready (not applied)
  223. v1.127 Fix the ' leaking into coloured text; journal entries filed before the strike table are shown with one, rebuilt from the battle's strikes
  224. v1.126 The world map: ComfyUI terrain, with the roads, hours, towns and bands drawn over it by bin/make-world-map.php from config/towns.php
  225. v1.125 The Townhall and the founding census of Liysandor (migration 032); town names and map coordinates
  226. v1.124 Towns spec, second round: the founder's rulings, population-scaled stock and jobs, the founding census, and the Available-to-fight digest
  227. v1.123 Draft spec: towns, town levels, the Townhall and the road
  228. v1.122 Rivals compete for jobs on equal terms again: they decide once a day, at dawn, so the player who acts later keeps the advantage
  229. v1.121 Weapon notes: the flail's seed is 8605
  230. v1.120 Flail: a polished steel spiked ball with specular highlights (silhouette image-to-image, seed 8605 at 0.65)
  231. v1.119 Weapon portraits: flail, khopesh, scimitar and kama redone and the naginata drawn at last (lying-down renders and image-to-image from a silhouette); tools and notes
  232. v1.118 Rivals may hold at most half of any job's positions; roster retuned for the weapons and jobs (findings of a 60-day rival simulation in TODO)
  233. v1.117 Strike table: damage leaves the outcome text for its own cells (attacker's, defender's) with the amount in colour and the body part
  234. v1.116 Strike table: lighter cells, darker borders, d20 coloured by band (1 brown, 2-6 red, 7-13 orange, 14-19 green, 20 gold)
  235. v1.115 The outcome row of the strike table is one merged cell across all columns
  236. v1.114 The combat log's detail is a table: attack, defence and outcome rows with the initial score, every modifier itemised (level, weapon against armour, each wounded or lost limb, armour), the d20 and the total (migration 031)
  237. v1.113 Stylesheets and scripts carry their modification time, so a browser never serves a stale copy
  238. v1.112 Fight text reads top to bottom (blow by blow and the replay stream), titles larger and upright, numbers in colour
  239. v1.111 The labour market opens to a maimed fighter who cannot yet pay for a prosthesis, whatever the life
  240. v1.110 The fight page has Character card, Town and Arena buttons under its title, visible during the replay
  241. v1.109 Casters get believable strength and a re-tuned table; a half-orc's weapon stands clear of the body (beside_by_plan)
  242. v1.108 The armourer is an expandable list with filters and portraits (the painted layer cropped to the torso), also on the kit card and the arena's equipment choice
  243. v1.107 Apply the founder's review of the journal titles (one cut, two rewrites) and the rule: a fighter is he or she, never they, on every screen, card and journal line (Pronouns)
  244. v1.106 Handbook: Work (the labour market, scarcity, how rivals heal) and The journal and the replay
  245. v1.105 Cinematic playback: a finished fight is replayed a blow at a time with its heroic title, its facts and both life bars; play, pause, step, skip, replay, speed; the verdict is held back; replayable from the journal
  246. v1.104 The Live journal: categories and filters, collapsible entries, thirty days kept; a fight is one entry with a heroic title and every beat with its numbers; encounters on the road are entries too (migration 030); the title bank is a draft for approval
  247. v1.103 The Graveyard: a Town page listing every dead rival and fighter with who killed them (migration 029); the arena tab becomes the Wounded tab
  248. v1.102 The labour market: seven scarce jobs (config/jobs.php), a Work place in Town, rivals that work when broke and hurt, a care plan (rest, food, healer, potions) and a phase sentence on every rival's card (migration 028)
  249. v1.101 Digest: the founder's Available positions column and the job market scarcity note
  250. v1.100 Digest: correct the note on 16 h pay
  251. v1.099 Digest the whole design rules: status map, the escape path, the Live section and NPC care with the founder's answers and the remaining questions
  252. v1.098 Design rules: the founder's fuller Live section (journal entries, filters, cinematic combat)
  253. v1.097 Design rules: restore the file's CRLF line endings
  254. v1.096 Draft the NPC care spec: a care plan (rest, food, healer, potions), a phase sentence on each rival's card, jobs when broke, a Graveyard card; digested into the design rules
  255. v1.095 The arena: opponents beaten and spared are wounded until dawn and no longer offered again; a Wounded & deceased tab lists them ten at a time, most recent first, with who beat them (migration 027)
  256. v1.094 Design rules: the escape path (selling oneself for gold) and the Live section as the character's journal
  257. v1.093 Portraits for 26 more weapons (masters in art/weapons); generator gets per-weapon negatives and a wider canvas for polearms; RivalLifeTest restores the shelf before its replay
  258. v1.092 Migration 026: seventeen weapons from outside Europe; the pawnshop becomes an expandable list with filters, sharing the weapon detail with the weaponry; fists and rags are no longer pawned; Bare fists shows no price
  259. v1.091 The weaponry is a list again: name, origin, level, damage, price, stock, buy; a row opens into the weapon's detail with its portrait; filters for my level and impact
  260. v1.090 The weaponry shows each weapon as a card with its painted portrait and size group
  261. v1.089 Weapon sprites go beside the character's own right hand (the viewer's left)
  262. v1.088 Weapon sprites stand fully upright beside the character's right side, clear of the body
  263. v1.087 Weapon sprites: dagger, short sword, spear and halberd; extra large weapons render on a taller canvas; a width knob per weapon; lance in the XL group
  264. v1.086 Weapon sprites by size group: small, medium, large, extra large (planted); Long sword sprite swapped for the founder's pick
  265. v1.085 Weapon sprites: ComfyUI generator, finishing tool and shipping step; painted Katana and Long sword drawn on the figure's hand
  266. v1.084 Handbook: weapons page gets a worked example and the creatures' natural weapons; ShopTest no longer depends on the day of the week
  267. v1.083 Retune the roster and the creature table for the weapon rules; adopt the orphaned legacy opponents as rivals (a rival is any opponent with a strategy)
  268. v1.082 Weapons: weight needs strength and slows the strike; edged, piercing and crushing against soft, mail and plate; choose your equipment in the arena; five new close-combat weapons
  269. v1.081 Dashboard: fighter cards as tall as their content; 'Next round in' instead of 'The day turns in'
  270. v1.080 Draft the weapons spec: weight is decoration today; propose strength needs and a slower strike for heavy weapons
  271. v1.079 The monastery retreat: park a fighter for up to 30 days with nothing lost, gained or risked; one free every half-year
  272. v1.078 TODO: keep the weapons spec, the monastery, the wizard and the playtest open
  273. v1.077 Always show the Live section, and fix the autopilot choices: radios and checkboxes stay beside their text
  274. v1.076 The road out of town: rest outdoors for free, a roll every six hours, 54 creatures, fight or flight, loot, the conciergerie
  275. v1.075 Smoke test: stock the shelf before buying, since rivals may have bought it out
  276. v1.074 A Live feed: what a player just did, first on the character, town, shop and arena pages; a modal on a phone
  277. v1.073 Close the shops to a fighter asleep in the tavern: pressing one asks whether to forfeit the rest
  278. v1.072 Let rivals take the last piece of a type: scarcity must be felt
  279. v1.071 Shop scarcity: five of each a week, the club always in stock, a pawnshop of second-hand goods, ten feasts a dawn, a bed roll with calendar warnings
  280. v1.070 Keep the tournament test's fighter whole: dice can maim it now that a career can end
  281. v1.069 Open the prosthesis maker: a false limb in oak, iron or steel for each lost one, mended from the kit
  282. v1.068 Prostheses wear and break like any item; the combat log tells what broke in a heroic voice; soften prosthesis handicaps
  283. v1.067 Make a lost limb a severe handicap: heavy penalties, strength -2 per maimed part, prostheses win back 60%, both legs or arms ends a career
  284. v1.066 Give weapons and armour life points: wear by damage, breakage, a repair that costs less and leaves less
  285. v1.065 Record the shop rule: the stock of 5 is refilled to 5 every week
  286. v1.064 Name the poles outside the morality wheel; show it on every fighter's page; add two handbook pages
  287. v1.063 Allow up to four arena fights in each 60-minute day
  288. v1.062 Put the pole names on the morality wheel; add the tavern calendar and material lives
  289. v1.061 Keep rivals within one level; recalibrate the roster; draft gear wear and shop scarcity
  290. v1.060 Let rivals live: a day each dawn, five strategies, and death
  291. v1.059 Draft the outdoors and the living rivals; add the encounter table
  292. v1.058 Combat v5: strength + agility for attack and defence; rebuild the arena ratings
  293. v1.057 Open the alchemist: potions for life points, three between dawns
  294. v1.056 Make the town a hub of buttons; move the guild and kit to the character page
  295. v1.055 Add the tavern: meals, paid beds and daily upkeep
  296. v1.054 Put training and natural healing on a 24-hour clock ("dawn")
  297. v1.053 Birth a character with 50 gold and nothing else; no bare hands in the arena
  298. v1.052 Draw the morality compass as a wheel
  299. v1.051 Add character morality: an eight-point compass, calling limits, mercy
  300. v1.050 Add the wound engine: localised, persistent wounds
  301. v1.049 Add a TODO and keep the founder's design rules in the repo
  302. v1.048 Add the day clock: a 60-minute global day, daily limits, and rest
  303. v1.047 Wire in the new combat: strikes, 20-second rounds, autopilot
  304. v1.046 Build the combat core: clash table, strike clock, round runner
  305. v1.045 Lock the day spec: 60-minute global day, daily limits, rest, wounds persist
  306. v1.044 Lock the combat spec: timing, the seven-row clash table, autopilot, wounds
  307. v1.043 Paint the other ten armours for the human shapes
  308. v1.042 Paint the leather armour: a layer per shape, wounds a quarter smaller
  309. v1.041 Ignore credentials.txt
  310. v1.040 Regenerate all twelve bodies: bigger head, fitter men, curvier women
  311. v1.039 Stamp the four bodies against the recipe that made them
  312. v1.038 Drop the SHA the log could never keep true
  313. v1.037 Number every commit: MAJOR.NNN, counting from 1.000
  314. v1.036 Put a version in the masthead, and a release log behind it
  315. v1.035 Run the game in one double-click, and fix the test that never saw it
  316. v1.034 First four bodies, and drain the figure not the canvas
  317. v1.033 Build and verify in one double-click
  318. v1.032 Invert the mask: the cut-out was keeping the background
  319. v1.031 Add the cut-out nodes to the core-node allow-list
  320. v1.030 Refuse to ship a master whose background was never removed
  321. v1.029 Add a checker for background-removal models
  322. v1.028 Document deploying the BiRefNet model, and report cut-out state
  323. v1.027 Let ComfyUI cut out the background itself
  324. v1.026 Restore the wrestler build; bikini bottom; fix art-status
  325. v1.025 Add a short Word doc on changing the ComfyUI prompts
  326. v1.024 Tenth pass: bra and panty only, and one shared human build
  327. v1.023 Ninth pass: lead with the physique, and keep the sports era-neutral
  328. v1.022 Fix the last assertion stale from the attire rewrite
  329. v1.021 Eighth pass: sports not occupations, physiques not activities
  330. v1.020 Fix an assertion left stale by the athlete rewrite
  331. v1.019 Seventh pass: name a sport instead of asking for "athletic"
  332. v1.018 Sixth pass: name the garment with a word the model knows
  333. v1.017 Fifth pass: back off two weights that overshot
  334. v1.016 Replace a stale assertion left by trimming the negative
  335. v1.015 Fourth pass: fix the prompt's structure, not just its wording
  336. v1.014 Third pass on the art direction: bulk, not anatomy plates
  337. v1.013 Clear stale skeletons from ComfyUI input on setup
  338. v1.012 Attire per gender, and pin the seed
  339. v1.011 A skeleton per body plan, and a grimmer art direction
  340. v1.010 Search for ComfyUI instead of guessing its path
  341. v1.009 Replace the terminal step with a double-clickable setup
  342. v1.008 One art folder, and a click-by-click start guide
  343. v1.007 Say where the models actually come from
  344. v1.006 Generate the ComfyUI workflow; correct the Manager instructions
  345. v1.005 Ship art as web derivatives, and record how it was made
  346. v1.004 Ignore the Bromium artefact headless Chrome leaves behind
  347. v1.003 Art pipeline: gender, pluggable figure, and the ControlNet template
  348. v1.002 Regenerate schema dump after migration 007
  349. v1.001 Character sketch, hit locations, and the three-column shell
  350. v1.000 Rebuild Paladin on the original database

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