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v2.7.0 — Unique recruitments, building-locked jobs, 58 of 66 playtest items

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@JacobStephens2 JacobStephens2 released this 18 Apr 23:06
· 374 commits to main since this release
f902e4b

Major narrative + gameplay release. 58 of 66 playtest items now resolved.

Narrative

  • Unique cat recruitment scenes — each breed now has its own multi-panel arrival narrative:

    • Russian Blue: watches from across the market for three days before accepting a fish
    • Tuxedo: arrives as if for an appointment, inspects the guild, reorganizes the fish stores
    • Maine Coon: fills the doorway, demands fish and muscle work, claims the largest sleeping spot
    • Siamese: arrives mid-conversation with a mouse, critiques everything, makes the place feel alive
    • Bengal: midnight arrival in the rain, former Silver Paws member, honest and fierce
  • Missing bond conversation added — russian_blue + maine_coon now has a full C/B/A bond arc ("The Quiet and the Loud" → "Complementary Skills" → "Trust Without Words"). All 15 breed pairs now have conversations.

  • Group conversations for partial rosters — 2 new group scenes trigger based on guild size:

    • "Three Cats, One Lean-To" (wildcat + russian_blue + tuxedo)
    • "The Full Table" (the first 4 cats discuss beds, rotation schedules, and guild identity)

Gameplay

  • Building-locked jobs — each job is now tied to a specific building via a puzzleSkin → buildingId mapping. Entering the wrong building shows a hint ("This job needs to be done at the mill"). Market is the generic fallback.

  • Chase movement tighter — cooldown 130→90ms, tween duration 120→85ms.

  • Merchant click-only — merchant items removed from auto-displayed town overlay. Player must walk to the merchant sprite and tap to browse. A hint in the job board says "A traveling merchant is in town today."

  • Furniture unlock progression — items unlock by chapter (Ch.1: 4 items, Ch.2: +3, Ch.3: +4, Ch.4: +3, Ch.5: +1). Toast announces new unlocks at each chapter advance.

  • Rooftop enemies — patrolling red rat sprites on medium/hard (~15-25% of platforms).

  • Archer rat in Brawl — ranged enemy from wave 3+, keeps distance and fires projectiles.

  • Chase collision fix — 1-cell proximity catch instead of exact-cell match.

Remaining (8 items)

Mostly UX polish: animated room details, cat movement before interactions, town scene player = unworked cat, room scene bond moments, cat control switching, wish fulfillment interaction, shadow-aligned jobs, room scene redirect fix.

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