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Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
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## Model Tier Assignment
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Skills and agents are assigned to model tiers based on task complexity:
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Read `.claude/docs/model-tiers.md` on demand. It carries the tier table, the
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per-skill assignments and the authoring rule.
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| Tier | Model | When to use |
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|------|-------|-------------|
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| **Haiku** | `claude-haiku-4-5-20251001` | Read-only status checks, formatting, simple lookups — no creative judgment needed |
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| **Sonnet** | `claude-sonnet-4-6` | Implementation, design authoring, analysis of individual systems — default for most work |
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| **Opus** | `claude-opus-4-6` | Multi-document synthesis, high-stakes phase gate verdicts, cross-system holistic review |
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Skills with `model: haiku`: `/help`, `/sprint-status`, `/story-readiness`, `/scope-check`,
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`/project-stage-detect`, `/changelog`, `/patch-notes`, `/onboard`
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Skills with `model: opus`: `/review-all-gdds`, `/architecture-review`, `/gate-check`
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All other skills default to Sonnet. When creating new skills, assign Haiku if the
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skill only reads and formats; assign Opus if it must synthesize 5+ documents with
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high-stakes output; otherwise leave unset (Sonnet).
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**One line of it is load-bearing enough to restate here:** a skill's `model:`
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frontmatter is **declared but not applied** — Claude Code reads it and serves the
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skill from the session model regardless. Never tell a user that a skill's tier
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is saving them money. The agent-side `model:` is a different mechanism and is
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untested, not known-broken.
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## Subagents vs Agent Teams
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This project uses two distinct multi-agent patterns:
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### Subagents (current, always active)
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Spawned via `Task` within a single Claude Code session. Used by all `team-*` skills
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and orchestration skills. Subagents share the session's permission context, run
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sequentially or in parallel within the session, and return results to the parent.
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Spawned via the `Agent` tool within a single Claude Code session (renamed from
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`Task` in Claude Code 2.1.63; `Task` still works as an alias). Used by all
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`team-*` skills and orchestration skills. Subagents share the session's
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permission context, run sequentially or in parallel within the session, and
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return results to the parent.
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**When to spawn in parallel**: If two subagents' inputs are independent (neither
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needs the other's output to begin), spawn both Task calls simultaneously rather
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than waiting. Example: `/review-all-gdds` Phase 1 (consistency) and Phase 2
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(design theory) are independent — spawn both at the same time.
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needs the other's output to begin), spawn both `Agent` calls simultaneously
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rather than waiting. Example: `/review-all-gdds` **Phase 2** (consistency) and
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**Phase 3** (design theory) are independent — spawn both at the same time.
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Phase 1 loads the GDDs and both depend on it, so it is the one phase here that
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must NOT be parallelised.
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### Agent Teams (experimental — opt-in)
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Multiple independent Claude Code *sessions* running simultaneously, coordinated
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via a shared task list. Each session has its own context window and token budget.
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Requires `CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS=1` environment variable.
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**Use agent teams when**:
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- Work spans multiple subsystems that will not touch the same files
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- Each workstream would take >30 minutes and benefits from true parallelism
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- A senior agent (technical-director, producer) needs to coordinate 3+ specialist
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sessions working on different epics simultaneously
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**Do not use agent teams when**:
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- One session's output is required as input for another (use sequential subagents)
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- The task fits in a single session's context (use subagents instead)
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- Cost is a concern — each team member burns tokens independently
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**Current status**: Opt-in via `CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS=1`. Document first usage here when adopted.
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Multiple independent Claude Code *sessions* coordinated via a shared task list.
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Opt-in and never yet used here — read `.claude/docs/agent-teams.md` on demand
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before proposing one.
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## Parallel Task Protocol
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When an orchestration skill spawns multiple independent agents:
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1. Issue all independent Task calls before waiting for any result
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1. Issue all independent `Agent` calls before waiting for any result
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2. Collect all results before proceeding to dependent phases
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3. If any agent is BLOCKED, surface it immediately — do not silently skip
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4. Always produce a partial report if some agents complete and others block
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