Commit Graph

2 Commits

Author SHA1 Message Date
Fredrik Johansson
899ab72c80 Location thumbnails on the map, full-art archive mode, more content
- Map markers now show a tiny thumbnail preview in their tooltip when
  art exists for that location (same missing-asset-is-fine fallback
  as character portraits — onerror just removes the broken img).
- Two new locations, both free-roam from the start: Möllevångstorget
  and Malmö universitet (the latter ties into the researcher
  character's arc). VISITABLE_LOCATION_IDS picks them up automatically
  since it's derived from the data, not a separate list.
- Sällskapet gets a second mode: "Fullständigt arkiv" shows every
  character's real portrait and bio regardless of story progress
  (bypassing the usedEventIds lock), and clicking any known portrait
  opens a lightbox at full size instead of the cropped card thumbnail.
- All 9 character portraits are now in and wired (fixed two more
  filename mismatches along the way: anneli-karin and the rest use
  hyphens, not underscores, matching what was actually generated).
- More content: 2 new location-visit variants each for the two new
  areas, 6 new Standard events (including a found 1930s photograph
  that seems to show Lindqvist in a room nobody recognizes), 4 new
  Kaos events tied to the new locations and existing ones.
- Caught and fixed a bug in my own new content before commit: an
  event's requires.completedEventId pointed at an upgrade id, which
  can never appear in usedEventIds — switched to a minRitual check
  that actually gates on the right precondition.

Verified: 15/15 tests, clean typecheck and build, and a real
headless-browser pass — all 9 map markers present, full-archive mode
correctly bypassing locks, and the lightbox opening at full size with
a caption.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-01 21:09:43 +02:00
Fredrik Johansson
aeedf0abb5 Add offline progress, tab haunting, character gallery, more flavor
Real depth additions, not a reskin of another idle game:

- applyOfflineProgress: the cult continues while the tab is closed or
  backgrounded (rAF throttles hard when hidden, so real time drifts
  well past simulated time). Approximates tick()'s per-second rates
  over the elapsed window, capped at 24h, with a narrative "while you
  were away" log line scaled to how long that was. Can end the game
  in a win or loss if the numbers would have gotten there. Re-checked
  on every tab-visibility return too, not just page load.
- Tab-title haunting: document.title cycles short eerie lines
  ("Han väntar…", "Havet kallar…") while the tab is hidden, restores
  on return.
- New late-game upgrade "Viskningen leder er" — once bought, the cult
  visits map locations on its own occasionally without a click. A
  small loss-of-agency horror beat, not just a QoL toggle.
- Log's newest line now types itself out, with characters
  occasionally swapped for occult symbols (☿☠ψ) at a rate scaled to
  current dread. Older lines stay static and legible — this never
  applies retroactively.
- New "Sällskapet" character gallery: cards for every named recurring
  character, locked to a silhouette + "???" until you've actually met
  them (checked against usedEventIds). Portraits are optional — missing
  art falls back to an initial-letter placeholder, so this works
  incrementally as art gets added. First five real portraits included.
- Real bug fix: several Kaos events referenced characters (Göran,
  Bengt-Åke, the Sydsvenskan journalist) as if already introduced,
  but had no ordering dependency on the Standard event that actually
  introduces them — so a fresh cultist could show up in the log
  already "familiar" before you'd ever met them. Gated with
  requires.completedEventId.
- More flavor text throughout: two new variants per location visit,
  6 new Standard events, 4 new Kaos events.

Evaluated three other ideas from the same source and declined them:
a generic milestone-triggered log (Djupet's log already reacts to
real state, not arbitrary point totals), an investigator combat
minigame (hemlighet draining to zero already does this job, and
tower-defense clicking would fight the game's actual tone), and a
node-sequencing ritual minigame (real scope for a twitch mechanic
that doesn't match the rest of the game's pacing).

Verified: 15/15 tests passing, clean typecheck and production build,
and a real headless-browser pass — offline catch-up after a
simulated 5-hour gap, tab-title cycling and restore, and the
character gallery rendering real portraits alongside locked cards.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-01 20:53:26 +02:00