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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@@ -146,6 +146,33 @@ describe('narration', () => {
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assert.match(loss.text, /COLLISION/i);
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});
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/**
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* WHOSE OFFICE, AND WHOSE TRAIN — Jesse, playtest 2026-09-16.
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*
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* The line went to every seat reading "ARRIVED at the Whistle Post … You can work it in Cargo now".
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* At a table of four that is one true sentence and one false one: every seat has an Office, so the
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* tier alone does not say which district the train is standing in, and three of the four readers
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* cannot touch it. Constructed here rather than fished out of a game so both halves are pinned
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* exactly, and the resolver-less path is checked too — the replay viewers pass no names for a
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* table they do not have.
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*/
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it('names WHOSE Office a train reached, and never tells the table they can work it', () => {
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const named = narrate(
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{ type: 'trainArrived', trainNumber: 3, consist: [], office: 'Whistle Post', owner: 1, expedited: false },
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{ playerName: () => 'Tom' },
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);
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assert.match(named.text, /Tom's Whistle Post/, `the arrival did not name the Office's owner: ${named.text}`);
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assert.match(named.text, /Tom can work it/, `the arrival did not say whose train it is to work: ${named.text}`);
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assert.doesNotMatch(named.text, /\bYou can work it\b/i, `the arrival still addresses every reader: ${named.text}`);
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// No resolver — still English, and still no raw index leaking into a sentence.
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const anon = narrate({
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type: 'trainArrived', trainNumber: 3, consist: [], office: 'Whistle Post', owner: 1, expedited: false,
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});
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assert.match(anon.text, /at the Whistle Post/, anon.text);
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assert.doesNotMatch(anon.text, /undefined|\bplayer \d+\b/i, anon.text);
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});
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it('points at the board cell where something happened', () => {
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const n = narrate({ type: 'loadCompleted', player: 0, at: { row: 1, col: 2 }, carType: 'hopper' });
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assert.deepEqual(n.where, { row: 1, col: 2 });
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