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Release 1.1.3 — long skills keep their later steps
Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
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co-authored by
Claude Opus 5.5
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> - PlayStation Accessibility (Sony Guidelines) [Yes / No / Partial]
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> - Apple / Google Accessibility Guidelines [Yes / No / N/A — mobile only]
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> **Accessibility Consultant**: [Name and organization, or "None engaged"]
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> **Linked Documents**: `design/gdd/systems-index.md`, `docs/ux/interaction-pattern-library.md`
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> **Linked Documents**: `design/gdd/systems-index.md`, `design/ux/interaction-patterns.md`
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> **Why this document exists**: Per-screen accessibility annotations belong in
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> UX specs. This document captures the project-wide accessibility commitments,
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@@ -6,11 +6,10 @@
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> **Who may move this to `Accepted`: the user, or `technical-director` on the
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> user's explicit confirmation. No other agent, and no skill on its own.**
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> Stated here because every consumer of this field enforces the *consequences*
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> of acceptance (stories referencing a `Proposed` ADR are set `Blocked`; epics
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> require `Accepted`), so something has to say who may produce it. `technical-director` is the role `coordination-rules.md`
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> already escalates technical conflicts to, and an ADR is exactly that decision
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> made durable.
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> Why this is stated here: stories referencing a `Proposed` ADR are set `Blocked`,
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> and epics require `Accepted`, so the field needs a named owner.
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> `technical-director` is the role `coordination-rules.md` already escalates
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> technical conflicts to, and an ADR is that decision made durable.
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>
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> This does **not** relax the existing rule that `Status: Accepted` is never set
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> without explicit user confirmation — it narrows *which agent* may set it once
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@@ -59,10 +58,9 @@ chosen approach.]
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> `/architecture-decision`, `/story-readiness`, `/propagate-design-change` and
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> `gate-pre-production.md`; a missing row counts as critical. At `standard`,
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> `/create-stories` **stops** for a missing critical ADR and only **warns** for a
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> non-critical one, so this row decides whether a run halts. Earlier revisions of
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> this template recorded no layer at all, leaving those sites to infer one from
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> the referencing epic — which gives the wrong answer whenever a Foundation-layer
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> ADR is referenced by a Core-layer epic, the common case.
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> non-critical one, so this row decides whether a run halts. Do not infer the
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> layer from the referencing epic: a Foundation-layer ADR is commonly referenced
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> by a Core-layer epic, which would give the wrong answer.
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>
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> The vocabulary is the same `Foundation / Core / Feature / Presentation` that
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> epics and stories already carry — do not invent a fifth value, and do not
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> **Status**: Draft | In Review | Approved
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> **Author**: [game-designer / systems-designer]
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> **Last Updated**: [Date]
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> **Links To**: `design/gdd/game-concept.md`
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> **Links To**: `design/gdd/game-concept.md` (or `design/game-brief.md`)
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> **Relevant GDDs**: [e.g., `design/gdd/combat.md`, `design/gdd/progression.md`]
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---
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> **Related Documents**:
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> - `design/art/art-bible.md` — visual standards (colors, typography, iconography)
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> - `design/accessibility-requirements.md` — accessibility commitments per feature
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> - `docs/ux/ux-spec-[screen].md` — individual screen specs that reference patterns
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> - `design/ux/[screen].md` — individual screen specs that reference patterns
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>
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> **Template**: Interaction Pattern Library
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> **Status**: Draft | In Review | Approved
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> **Author**: [game-designer / creative-director]
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> **Last Updated**: [Date]
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> **Links To**: `design/gdd/game-concept.md`, `design/gdd/game-pillars.md`
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> **Links To**: `design/gdd/game-concept.md` (or `design/game-brief.md`), `design/gdd/game-pillars.md`
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---
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> **Date**: [YYYY-MM-DD]
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> **Prototype Path**: [HTML / Engine / Paper]
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> **Concept File**: design/gdd/game-concept.md (if exists)
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> **Concept File**: design/gdd/game-concept.md, or design/game-brief.md (if either exists)
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---
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# Active Session State — [project or branch]
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<!--
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THE CONTRACT. Read this before editing the file or any hook that consumes it.
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HOW THIS FILE WORKS. Read this before editing it.
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This file has TWO regions and they are not interchangeable:
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@@ -14,12 +14,10 @@
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and for a returning agent that wants detail. No hook ever injects it, so
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it may grow — but see Rotation below.
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Why the split exists: before it, `active.md` was one append-only file doing
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both jobs. It reached 712 lines / 44 KB, and each consumer invented its own
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slice of it — the status line parsed for a STATUS block nothing wrote,
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pre-compact injected `head -100` (12.7 KB), and session-start previewed
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`tail -20`, the opposite end. They disagreed because there was no contract to
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agree on. Now every consumer reads the named region.
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Why the split exists: one append-only file doing both jobs grows without
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bound, and every consumer then reads a different slice of it: the top, the
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bottom, or a block nothing writes. They disagree because there is no contract
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to agree on. With the named regions, every consumer reads the same part.
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ROTATION. When the narrative below grows past ~200 lines, move it to
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`production/session-logs/` and start it fresh:
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@@ -71,6 +69,6 @@ or agent picking this up cold.]
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long the narrative gets.
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Write it so a cold reader can resume without reading anything else. "Current
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task: fixing the thing" is useless; "Current task: wiring modes.rigor into
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/gate-check section 6.4" is not.
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task: fixing the thing" is useless; "Current task: adding wall-jump to
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player_movement.gd" is not.
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-->
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> **Status**: [Draft / Under Review / Approved]
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> **Created**: [Date]
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> **Last Updated**: [Date]
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> **Source Concept**: design/gdd/game-concept.md
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> **Source Concept**: design/gdd/game-concept.md (or design/game-brief.md)
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---
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Vendored
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> **Platform Target**: [PC | Console | Mobile | All — list all that this spec covers]
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> **Related GDDs**: [Links to the GDD sections that generated this UI requirement — e.g., `design/gdd/inventory.md § UI Requirements`]
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> **Related ADRs**: [Any architectural decisions that constrain this screen — e.g., `ADR-0012: UI Framework Selection`]
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> **Related UX Specs**: [Sibling and parent screens — e.g., `ux-spec-pause-menu.md`, `ux-spec-settings.md`]
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> **Related UX Specs**: [Sibling and parent screens — e.g., `pause-menu.md`, `settings.md`]
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> **Accessibility Tier**: Basic | Standard | Comprehensive | Exemplary
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> **Template**: UX Spec
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> **Date**: [YYYY-MM-DD]
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> **Slice Duration**: [N days]
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> **Target Scope**: 3–5 minutes of polished, continuous gameplay
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> **Source GDD**: design/gdd/game-concept.md
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> **Source GDD**: design/gdd/game-concept.md (or design/game-brief.md)
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---
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