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v2.6.2 — Playtest feedback round 3
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 usedtotalJobsCompleted). 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 sametotalJobsCompleted - prePlaguePestJobslogic. This was the root cause of "when i defeated the rat plague, the chapter didnt advance to 4 as i expected."
Gameplay
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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.
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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").
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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.
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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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