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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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Claude Opus 5.5
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@@ -14,7 +14,7 @@ ADR Dependencies, Engine Compatibility, GDD Requirements Addressed
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- Use `/architecture-decision` to create ADRs through the guided flow
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**TR Registry:** `docs/architecture/tr-registry.yaml`
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- Stable requirement IDs (e.g. `TR-MOV-001`) that link GDD requirements to stories
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- Stable requirement IDs (e.g. `TR-movement-001`) that link GDD requirements to stories
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- Never renumber existing IDs — only append new ones
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- Updated by `/architecture-review` Phase 8
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@@ -30,4 +30,4 @@ ADR Dependencies, Engine Compatibility, GDD Requirements Addressed
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Version-pinned engine API snapshots. **Always check here before using any
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engine API** — the LLM's training data predates the pinned engine version.
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Current engine: see `docs/engine-reference/godot/VERSION.md`
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Current engine: see `docs/engine-reference/<engine>/VERSION.md` (`<engine>` is `godot`, `unity` or `unreal`, matching `engine.name` in `project.yaml`)
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@@ -365,7 +365,11 @@ pattern:
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❌ **Don't use it for:**
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- Open-ended discovery questions ("What excites you about roguelikes?")
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- Single yes/no confirmations ("May I write to file?")
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- When running as a Task subagent (tool may not be available)
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- When running as a subagent (spawned through the `Agent` tool), which never gets
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the tool: end with the options as a short labeled list and let the caller ask
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A question that comes back skipped, dismissed or empty is not an answer. Act on
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nothing; ask again in plain text and wait (`.claude/docs/automation-modes.md`).
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### Format Guidelines
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@@ -678,16 +682,3 @@ WHEN implementing:
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2. Flag any deviations from design docs
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3. Ask about ambiguities rather than assuming
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```
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---
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## Implementation Status
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This principle has been fully embedded across the project:
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- **CLAUDE.md** — Collaboration protocol section added
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- **All 49 agent definitions** — Updated to enforce question-asking and approval
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- **All skills** — Updated to require approval before writing
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- **WORKFLOW-GUIDE.md** — Rewritten with collaborative examples
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- **README.md** — Clarifies collaborative (not autonomous) design
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- **AskUserQuestion tool** — Used by 68 skills (49 declare it) for structured option UI
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@@ -1408,7 +1408,7 @@ The system has 12 hooks that run automatically:
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| `pre-compact.sh` | Before compaction | Logs the compaction (its output does not reach Claude) |
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| `post-compact.sh` | After compaction | Debug-log reminder only (its output does not reach Claude) |
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| `notify.sh` | Notification event | Shows Windows toast notification via PowerShell |
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| `validate-commit.sh` | Before commit | Checks for design doc references, valid JSON, no hardcoded values |
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| `validate-commit.sh` | Before commit | Checks design doc sections, valid JSON, hardcoded values, TODO format |
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| `validate-push.sh` | Before push | Warns on pushes to main, master or release/* |
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| `validate-assets.sh` | After a file write | Checks data-file JSON, and asset naming in Godot's `assets/` |
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| `validate-skill-change.sh` | Skill file written | Advises running `/skill-test` after `.claude/skills/` changes |
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@@ -10,19 +10,25 @@
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# - When a GDD requirement is reworded (same intent): update `requirement`
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# text and add a `revised` date. The ID stays the same.
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# - When a requirement is removed from the GDD: set status: deprecated.
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# - When a requirement is split or replaced: set status: superseded-by with
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# the new TR-ID(s).
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# - When a requirement is split or replaced: set
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# status: "superseded-by: TR-[system]-NNN" with the new TR-ID(s), quoted:
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# unquoted, the second colon makes the file invalid YAML.
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#
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# WRITTEN BY: /architecture-review (appends new entries, never overwrites)
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# READ BY: /create-stories (embed IDs in stories)
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# /dev-story (current requirement text before implementing)
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# /story-done (look up current requirement text at review time)
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# /story-readiness (validate TR-ID exists and is active)
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# /create-epics (trace requirements to ADR coverage)
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# /test-helpers (map requirements to tested systems)
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# /adopt (brownfield audit: is the registry there)
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#
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# ID FORMAT: TR-[system-slug]-[NNN]
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# system-slug = short slug matching the GDD system name
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# ID FORMAT: TR-[system]-[NNN]
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# [system] = a short lowercase slug for the system. It is an alias: the
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# system's key (system_overrides and the like) is its GDD filename stem
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# NNN = three-digit zero-padded sequence per system, starting at 001
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#
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# STATUS VALUES: active | deprecated | superseded-by: TR-[system]-NNN
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# STATUS VALUES: active | deprecated | "superseded-by: TR-[system]-NNN"
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version: 1
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last_updated: ""
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@@ -53,4 +59,4 @@ requirements: []
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# requirement: "Old damage formula using raw stats"
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# created: 2026-03-10
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# revised: ""
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# status: superseded-by: TR-combat-001
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# status: "superseded-by: TR-combat-001"
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@@ -212,13 +212,12 @@ public:
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// Tags
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// ⚠️ UNVERIFIED FOR 5.7 — `AbilityTags` may be deprecated in favour of
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// SetAssetTags()/GetAssetTags(). Reported by the `unreal-specialist`
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// agent (2026-08-12), which believed the change landed around 5.5 and
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// correctly REFUSED to emit code on a symbol it could not verify.
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// NOT SOURCEABLE offline: this repo has no 5.7 API dump to check against,
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// and the same knowledge-gap warning that governs the agent governs this
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// file. Verify against the UE 5.7 docs before using this snippet, and
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// correct both occurrences (here and ~line 328) together.
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// SetAssetTags()/GetAssetTags(); the change is believed to have landed
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// around 5.5.
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// NOT SOURCEABLE — the 5.7 tag API for abilities is not covered by
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// docs/engine-reference/unreal/ (no 5.7 API dump). Verify against the UE
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// 5.7 docs before using this snippet, and correct both occurrences (here
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// and in "Use Tags in Abilities") together.
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AbilityTags.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability.Attack.Fireball")));
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}
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