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v2.6.1 — Playtest feedback round 2

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@JacobStephens2 JacobStephens2 released this 18 Apr 20:19
· 374 commits to main since this release
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Continued work on the 60+ item playtest feedback list. This release ships 7 more fixes on top of v2.6.0's 16.

Fixes in v2.6.1

  • Guildhall header no longer obscured — title text pushed from y=55 to y=70, ROOM_START_Y from 100 to 120 so the hall name clears the status bar.

  • Only one Chapter 3 intro scene — previously the chapter-advance handler and the rat-plague-start handler each showed their own narrative overlay, stacking two scenes. Now the plague handler only sets game-state flags; the plague prose is part of the chapter 3 intro in chapterScenes.ts.

  • Long Winter hint is clearer — the progress hint for Chapter 5 now says "wait for the Long Winter (it arrives after a few days in Chapter 4)" instead of just "survive the Long Winter", so the player knows the trigger is automatic.

  • Lean-To → Sleeping Quarters transition announced — a toast fires at Chapter 2: "The Lean-To has been upgraded to proper Sleeping Quarters."

  • Fish economy overview on tap — tapping the fish count in the status bar shows a toast with the full daily breakdown: cat upkeep, room costs, stationed income, net daily change, and current balance.

  • Shadow job question answered — added a note in claude-questions.md explaining that shadow jobs are reputation-gated (score < -10) and recommending a "shady stranger" event as the accessible entry point.

  • Plague baseline fix — the plague progress baseline now uses totalJobsCompleted (matching the v2.6.0 fix that made all job types count toward plague resolution) instead of filtering specific pest_control job IDs.

Still tracked

~48 items remain in claude-todo.md including room unlock effects, building-locked jobs, unique recruitment scenes, group conversations for partial rosters, and animated room details. Questions with Jacob's answers are in claude-questions.md.

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