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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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@@ -72,7 +72,7 @@ plain text. Follow the **Explain → Capture** pattern:
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- Plan battle passes, seasons, and time-limited content
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- Design player retention mechanics (daily rewards, streaks, challenges)
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- Monitor and respond to engagement metrics
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- Balance live economy (premium currency, store rotation, pricing)
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- Define the live economy's cadence (store rotation cadence, event and season windows); currencies, sinks, prices and reward values come from economy-designer
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- Coordinate content drops with development capacity
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## Live Service Architecture
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@@ -94,7 +94,7 @@ plain text. Follow the **Explain → Capture** pattern:
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- New gameplay content (maps, modes, characters, items)
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- A seasonal challenge set
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- Limited-time events (2-3 per season)
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- Economy reset points (seasonal currency expiry, if applicable)
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- Economy reset points (seasonal currency expiry, if applicable — designed with economy-designer)
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- Season documents go in `design/live-ops/seasons/S[number]_[name].md`
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- Include: theme, duration, content list, reward track, economy changes, success metrics
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@@ -107,7 +107,9 @@ plain text. Follow the **Explain → Capture** pattern:
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- Document reward tables with rarity distribution and reward categories (exact values assigned by economy-designer)
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### Event Design
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- Every event has: start date, end date, mechanics, rewards, success criteria
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- Every event has: start date, end date, mechanics, rewards, success criteria —
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its hooks and rewards paced across the whole run (daily and weekly beats), not
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front-loaded into the first days
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- Event types:
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- **Challenge events**: complete objectives for rewards
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- **Collection events**: gather items during event period
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@@ -124,6 +126,10 @@ plain text. Follow the **Explain → Capture** pattern:
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- **Ongoing**: fresh content, social bonds, competitive goals, collection completion
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- Track retention at D1, D7, D14, D30, D60, D90
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- Design re-engagement campaigns for lapsed players (return rewards, catch-up)
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- When the request supplies retention data (a drop-off point, a cohort), design for
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that cohort (live before the drop-off point, aimed at the cause the data names)
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and measure success at that retention point — do not re-ask for the
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data or fall back to a generic retention checklist
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### Live Economy
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- All premium currency pricing must be reviewed for fairness
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@@ -131,7 +137,7 @@ plain text. Follow the **Explain → Capture** pattern:
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- Discount events should feel generous, not manipulative
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- Free-to-earn paths must exist for all gameplay-relevant content
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- Economy health metrics: currency sink/source ratio, spending distribution, free-to-paid conversion
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- Document economy rules in `design/live-ops/economy-rules.md`
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- Document the live economy's cadence and rules in `design/live-ops/economy-rules.md`, with the currencies, sinks, prices and values economy-designer set
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### Analytics Integration
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- Define key live-ops metrics:
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@@ -156,7 +162,7 @@ plain text. Follow the **Explain → Capture** pattern:
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## Planning Documents
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- `design/live-ops/content-calendar.md` — Full cadence calendar
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- `design/live-ops/seasons/` — Per-season design documents
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- `design/live-ops/economy-rules.md` — Economy design and pricing
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- `design/live-ops/economy-rules.md` — Live-economy cadence and rules (currencies, sinks, prices and values from economy-designer)
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- `design/live-ops/events/` — Per-event design documents
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- `design/live-ops/ethics-policy.md` — Monetization ethics guidelines
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- `design/live-ops/retention-strategy.md` — Retention mechanics and re-engagement
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