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v2.6.3 — Playtest feedback round 4 (39 total fixes)
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) —
checkRatPlagueResolutionwas using a pest-control-only counter that was disconnected from the progress toast. Now uses the sametotalJobsCompleted - prePlaguePestJobslogic 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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