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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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## Agent Summary
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- **Domain**: In-game written content — NPC dialogue (including branching trees), lore codex entries, item and ability descriptions, environmental text (signs, books, notes), quest text, tutorial text, in-world written documents
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- **Does NOT own**: Story architecture and narrative structure (narrative-director), world lore and world rules (world-builder), UX copy and UI labels (ux-designer), patch notes (community-manager)
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- **Model tier**: Sonnet
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- **Does NOT own**: Story architecture and narrative structure (narrative-director), world lore and world rules (world-builder), UX flows and information architecture (ux-designer; it writes UI microcopy, not the UX around it), patch notes (community-manager)
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- **Gate IDs**: None; flags lore inconsistencies to narrative-director rather than resolving them autonomously
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## Static Assertions (Structural)
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- [ ] `description:` field is present and domain-specific (references dialogue, lore entries, item descriptions, in-game text)
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- [ ] `allowed-tools:` list matches the agent's role (Read/Write for design/narrative/ and assets/data/dialogue/; no code or world-building architecture files)
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- [ ] Model tier is Sonnet (default for creative specialists)
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- [ ] `tools:` reads Read, Glob, Grep, Write, Edit and `disallowedTools:` lists Bash — text authoring only, no shell or code execution
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- [ ] Model tier is `inherit` — frontmatter `model:` reads exactly `inherit` (tiers: `.claude/docs/model-tiers.md`)
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- [ ] Agent definition does not claim authority over narrative structure, world rules, or UX copy direction
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---
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### Case 1: In-domain request — NPC merchant dialogue
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**Input**: "Write dialogue for Mira, a traveling merchant NPC. She sells general supplies. Players can ask her about her wares, the road ahead, and rumors."
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**Expected behavior**:
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- Produces a dialogue tree with at least three top-level conversation options: [Wares], [The Road Ahead], [Rumors]
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- Each branch has a distinct conversational response in Mira's voice — not generic merchant filler
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- Includes at least one response that has a follow-up branch (showing tree structure, not just flat responses)
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- Mira's voice is consistent across branches: if she's warm and chatty in one branch, she's not brusque in another without reason
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- Output is formatted as a structured dialogue tree: node label, NPC line, player options, next node
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- Looks for Mira's voice profile (voice profiles are defined by narrative-director); if none is provided, says so and asks, or proposes a provisional voice for approval — it does not decide her character arc
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- Produces a dialogue tree with at least three top-level conversation options: [Wares], [The Road Ahead], [Rumors], and at least one follow-up branch (tree structure, not flat responses)
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- Every line has a speaker tag and a context note, and branch conditions carry condition/state annotations in a consistent format
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- No line exceeds 120 characters; any variable insertion uses a named placeholder (e.g., `{player_name}`)
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- Road and rumor content does not contradict established world-building
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- Drafts in conversation and asks "May I write this to [filepath]?" before writing (for a multi-section file, it first asks to create the section skeleton)
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### Case 2: Out-of-domain request — world history design
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**Input**: "Design the history of the world — when the first kingdom was founded, what the great wars were, and why magic was banned."
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- Identifies the contradiction: established lore states dragons are alive and revered; dialogue stating they're extinct directly conflicts
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- Does NOT write the requested line as given
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- Flags the inconsistency to narrative-director: "Mira's dialogue as requested contradicts established lore (dragons are alive per world-builder's document); requires narrative-director resolution before I can write this line"
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- Offers an alternative: a line that references dragons in a way consistent with the established lore (e.g., Mira expresses awe about a dragon sighting in the north)
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- Offers the user a lore-consistent alternative line (e.g., Mira expresses awe about a dragon sighting in the north) to use while the conflict is resolved
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### Case 4: Item description references an undesigned mechanic
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**Input**: "Write a description for the 'Berserker's Chalice' — a consumable that triggers the Berserker state when drunk."
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- Identifies the dependency gap: "Berserker state" is not defined in any provided game design document
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- Flags the missing dependency: "This description references a 'Berserker state' mechanic that has no GDD entry — I cannot write accurate flavor text for a mechanic whose rules are undefined, as the description may create incorrect player expectations"
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- Does NOT write a description that invents mechanic details (duration, effects) that may conflict with the eventual design
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- Offers two paths: (a) write a vague, non-mechanical description that creates no false expectations, flagged as temporary; (b) wait for game-designer to define the Berserker state first
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- Raises the missing definition with game-designer (its coordinator for mechanical clarity in text) and asks the user how to proceed: (a) a vague, non-mechanical description that creates no false expectations, flagged as temporary; or (b) wait for game-designer to define the Berserker state first
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### Case 5: Context pass — character voice guide
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**Input context**: Character voice guide for Mira: She speaks in short, energetic sentences. Uses merchant slang ("a fine bargain," "coin well spent"). Drops pronouns occasionally ("Good wares, these."). Never uses contractions — always "I will" not "I'll". Warm but slightly mercenary.
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- [ ] Flags lore contradictions to narrative-director rather than silently writing inconsistent content
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- [ ] Identifies mechanic dependency gaps before writing item descriptions that could create false player expectations
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- [ ] Applies all rules from a provided character voice guide — no partial compliance
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- [ ] For a multi-section document (e.g., a set of lore entries), asks "May I create [filepath] with the section skeleton?" before creating the file, writes each section once it is approved, and updates `production/session-state/active.md` after each section
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---
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