BraveYouWorlds/TheLostRealms · all monthsWhen the time of day advances and swaps in a new banner image for the current room, prepend the room title above the banner (matching a fresh room entry) and append the new time-of-day label after a colon, e.g. "The Village Square : Afternoon". Previously the banner appeared with no title on time-of-day transitions. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
Generate oil-painting banner art for every room at all six in-world times of day (dawn, morning, afternoon, evening, dusk, midnight) from the prompts in room_banner_prompts_by_time.md, and wire the resulting URLs into each room's bannerImages object in WORLD_DATA. This replaces the single legacy bannerImage per room (13 rooms x 6 = 78 images), so each location now shows art matching the current time of day. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
Add a Quests tab to the main panel that is only revealed when player.isDM is true. The tab shows every quest thread and all of its story beats (both locked and discovered) in a linear timeline, mirroring the journal timeline style, with per-quest progress and the GM trigger for each beat. Beats carry only prose, so each beat's referenced locations, NPCs, and items are detected by scanning its title/text/trigger against a name index built from the live world, then listed as chips beneath the beat. DM-only elements are gated through a single applyDMVisibility() helper (toggling any .dm-only element) called from startGame, giving future DM UI a consistent hook. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
Add a "DM" checkbox above the Begin Your Journey button. Its checked state is read in startGame() and passed to the Player constructor as a new isDM flag (defaults to false), so DM-only UI components and tabs can key off player.isDM once they are added. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
Track, behind the scenes, how the player's actions exercise each of the six attributes. The GM grades relevant actions via a new statEffects field; the engine accumulates those deltas into a hidden per-stat progress total (capped, can go negative). At each level-up the accumulated progress is reviewed and converted into a visible per-stat bonus, shown beside the attribute as e.g. STR 8 (+1) (green) or CHA 8 (-1) (red). Because the bonus is re-derived from the running total every level, it can rise or fall as the player's recent conduct shifts. Bonuses feed the effective attribute scores used by the GM prompt and the CHA persuasion calculation, so training matters mechanically, not just cosmetically. The progress accumulates before the level-up review so a level gained on the same turn includes that turn's training. Stat effects stay invisible in play by design; the only surfaced feedback is the level-up summary line and the bonus shown in the sidebar. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
Give the Hide Sidebar button an 8px left margin so it no longer sits flush against the Save Story button, leaving room to breathe as more buttons are added to this toolbar. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
Each person in the Compendium's People subtab now shows the player's current reputation with that NPC, displayed as a colored tier badge (label + signed score) that mirrors the sidebar's reputation styling. The value reads from the live entity, looked up by name, and refreshes in place when reputation changes while the People tab is on-screen. Factored the shared tier->CSS-class mapping into repBadgeClass() so the sidebar and Compendium stay in sync. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
Align Save Story button flush against Hide Sidebar button
Remove the 16px gap between the export/Save Story button and the sidebar toggle so they sit directly adjacent, overlapping their borders into a single shared line and centering the toggle vertically to match. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EFnyp4HfCEBviAgDGQ7MaF
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This report is Game Content under LICENSE-CONTENT, not software under LICENSE:
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