v0.7.7 — your in-progress quest can't be stolen mid-flight
Fix: an in-progress quest is no longer overwritten by another session
Previously the owner returned to town (releasing the quest) on every reply (Stop), so when running many agents against one machine, a session pausing for input could have its quest claimed/overwritten by the next session — even though its TODOs weren't done.
Now the turn ends (you return to town) only when the owning session has no unfinished real TODOs left, or its session ends (hasUnfinishedRealTodo). While real TODOs are still open, the quest stays yours and other sessions just drive combat. Crash/idle recovery is unchanged (5-min auto-release + the Return to town button).
server/adventure-state.mjs— splitStop/SessionEnd; gateStopturn-end on no unfinished real TODO- Tests: updated 2 cases + a new regression test (112 passing)
- Docs: design doc + README updated
Updating? Refresh both your WSL and Windows global installs (
npm i -g rpgdev@latest) and restart the hub — this also activates the v0.7.6 dungeon/castle BGM fix if your hub was still serving older code.
The README also got a full visual overhaul (hero/OG banner, a real overlay screenshot, the roster, the stage progression, and an architecture diagram).