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v2.6.3 — Playtest feedback round 4 (39 total fixes)

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@JacobStephens2 JacobStephens2 released this 18 Apr 22:09
· 374 commits to main since this release
f2e22ea

10 more fixes from the 60+ item playtest feedback list. 39 total shipped across v2.6.0-v2.6.3.

Critical

  • Plague resolution fixed (for real) — checkRatPlagueResolution was using a pest-control-only counter that was disconnected from the progress toast. Now uses the same totalJobsCompleted - prePlaguePestJobs logic everywhere. This was THE root cause of "when i defeated the rat plague, the chapter didnt advance to 4."

Gameplay

  • Room unlock effects — Kitchen: +1 passive fish/day. Operations Hall: daily intel report showing tomorrow's favored job category.
  • Cats lose morale without beds — unbedded cats drop one mood tier per day at day-end.
  • Wish flexibility — "nap in a warm spot" can now be fulfilled by ANY sleeping furniture (straw bed, woolen blanket, or cushioned basket).
  • Stat increase clarity — level-up journal entry and result overlay now show which stat improved (e.g. "hunting +1").
  • Job card "+" suffix — "6-10+ Fish" indicates multiplier bonuses can push payouts above the listed range.

UX

  • Rat hunt visual distinction — fake rats (peek, doublepop) now have a blue-grey tint + smaller scale. Tutorial updated to explain all rat types.
  • Chapter intro timing — delayed from 1.5s to 4s after chapter advance so the day-end recap has time to clear first.
  • Job modal bottom-aligned — the assign overlay now uses flex justify-content:flex-end so it sits in the lower half of the screen.
  • Cat card portrait on tap — tapping anywhere on a cat's card in the panel opens their portrait popup.

Remaining

~30 items remain including building-locked jobs, unique cat recruitment scenes, group conversations, animated room details, rooftop enemies, and furniture unlock progression.

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