v0.8.0.11 — sixteen fixes from the second multiplayer playtest
Arrivals name whose Office they reached, and no longer tell every seat they can work the train. The turn chart follows the animation queue, so being five behind looks five behind across the whole screen rather than half of it. Pause sits beside Skip and preserves the dwell a held step still owed. A one-render look at another player's Office Area. The district summary counts the board being shown. LIMITS is printed beneath its card instead of through its border. The Mainline region divider is visible. Only Hilly mentions FAST/SLOW, because it is the only card that reads it. A passenger Modifier on a Whistle Post reports itself dormant rather than claiming the facility "only receives". An automatic phase says what the Division is doing instead of answering by negation. The version appears once in the header rather than twice on every .s9pk. Save files carry the join code, the Stage and the date. The New Train phase, reviewed before being changed: the make-up panel now says what the train STILL needs rather than only what its card calls for, explains that a player adds one car before the round passes on, marks the train being loaded on the Division map, and gives an addable car in the yard the same amber every other clickable thing on the page wears. Reasoning, measurements and the reports behind each are in CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
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Claude Opus 5
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@@ -777,9 +777,18 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
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/* And the piles that are NOT targets step back while a discard is being aimed, so the three that
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are stand out from the Salvage Yard beside them. */
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.cardrow.aiming .handcard:not(.target){opacity:.4}
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.stock .ld.addable,.stock .mt.addable{cursor:pointer;border-radius:3px;padding:0 4px;
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outline:1px solid #5aa9e6;background:rgba(90,169,230,.16)}
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.stock .ld.addable:hover,.stock .mt.addable:hover{background:rgba(90,169,230,.34)}
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/* A CAR YOU MAY ADD IS AN ACTION, SO IT WEARS THE ACTION COLOUR — Jesse, playtest 2026-09-16: the
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highlight was "just a small bold and basically the same color as everything else", which is the
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whole difficulty with making the yard chip the button. #c8912f is the border colour that the
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action buttons themselves use, so a clickable car looks like every other thing inviting a click,
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rather than like a number that happens to be outlined.
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THE LOADED/EMPTY TEXT COLOURS ARE LEFT ALONE. Green and blue-grey are what say which of the two
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numbers is which; the amber answers "may I click this", which is a different question, and
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painting over the first to answer the second would cost real information. */
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.stock .ld.addable,.stock .mt.addable{cursor:pointer;border-radius:3px;padding:0 4px;font-weight:700;
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outline:2px solid #c8912f;background:rgba(200,145,47,.20);box-shadow:0 0 0 2px rgba(200,145,47,.16)}
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.stock .ld.addable:hover,.stock .mt.addable:hover{background:rgba(200,145,47,.38)}
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/* Twelve Stages across, so a Day is one glance. The current Stage is lit, Stages already gone are
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dimmed, and a slot the die has just filled flashes once. */
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.tt{display:flex;gap:3px;flex-wrap:wrap}
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