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v2.6.2 — Playtest feedback round 3

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@JacobStephens2 JacobStephens2 released this 18 Apr 22:01
· 374 commits to main since this release
a3f01a8

Continued work on the 60+ item playtest feedback list. This release ships 6 more fixes (29 total across v2.6.0-v2.6.2).

Critical Bug Fix

  • Plague resolution now works with all job types — The plague resolution check used a pest-control-only counter (plaguePestDone) that was separate from the progress toast (which used totalJobsCompleted). A player completing guard/sacred/courier jobs saw "4/5 plague progress" in toasts but the actual resolution counter never moved. Both now use the same totalJobsCompleted - prePlaguePestJobs logic. This was the root cause of "when i defeated the rat plague, the chapter didnt advance to 4 as i expected."

Gameplay

  • Room unlock effects — Operations Hall: daily intel report toast showing which job category is favored tomorrow. Kitchen: +1 passive fish income per day. Both appear as events in the day-end recap.

  • Cats lose morale without beds — At day-end, if sleeping furniture count < cat count, the unbedded cats drop one mood tier. Shows an event in the recap ("2 cats slept on the floor — mood dropped").

  • Rat hunt visual distinction for fake rats — Peek and doublepop rats now have a blue-grey tint (#8888aa) and smaller scale (0.85) so they're visually distinct from tappable rats. Tutorial updated to explain all rat types.

  • Job card shows "+" for bonus potential — Job cards now display "6-10+ Fish" instead of "6-10 Fish" so the player knows multipliers (combo, festival, reputation) can push payouts above the listed range.

Still tracked

~33 items remain including building-locked jobs, unique recruitment scenes, group conversations, shadow jobs, animated room details, furniture unlock progression, and more. Full list in claude-todo.md.

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