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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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# Error Recovery Protocol
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Shared procedure for any skill that spawns agents via the `Agent` tool. Referenced from the
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`## Error Recovery Protocol` section of each orchestration/review skill. Those
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skills keep the two load-bearing imperatives (surface immediately, produce a
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partial report) inline, and keep their own **Common blockers** list inline —
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those are skill-specific. This file holds the full four-step procedure.
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## Trigger 0 — verify the artifact before reading the response
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**Before applying anything below, and before treating a phase as complete: if
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the return contract named a path, check that the path exists.** A named
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artifact that is not on disk is a FAILED PHASE, no matter how the agent's
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response reads.
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This trigger exists because the three below are not sufficient. They fire on
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BLOCKED, on an error, and on "cannot complete" — and an agent can fail in a way
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that is none of those. Observed live: a `devops-engineer` spawned
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as half of a parallel phase ran **26 tool calls and ~31,600 tokens**, then
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returned a single fluent preamble — "I'll verify the build infrastructure…" —
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with no path, no summary, no BLOCKED item, and **no file written**. Nothing in
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steps 1–4 matches that shape. An orchestrator reading the transcript sees a
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plausible response and advances, and half a parallel phase disappears with no
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signal at all.
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The work was not lost — resumed with an explicit "you did not honour the return
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contract" message, the same agent completed in **one tool call**, because its
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investigation was still in context. Only the write-and-return step had failed.
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So the recovery is cheap; the detection is the hard part, and the detection
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cannot come from reading the response.
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**A fluent response is not evidence that a phase ran.** The artifact is —
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observe the artifact, not the transcript. The rule applies to sub-agents
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exactly as it does to skills.
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When the path is missing:
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1. Do **not** advance the pipeline or summarise the phase as done.
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2. Resume the agent, naming the unmet contract explicitly and telling it that
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"I could not write" is a valid answer but silence is not. Prefer resuming
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over re-spawning — the context is usually still there, and a re-spawn pays
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for the whole investigation again.
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3. If the second attempt also produces nothing, treat it as BLOCKED and apply
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steps 1–4 below.
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---
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If any spawned agent returns BLOCKED, errors, or cannot complete:
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1. **Surface immediately** — report "[AgentName]: BLOCKED — [reason]" to the user
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before continuing to dependent phases.
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2. **Assess dependencies** — check whether the blocked agent's output is required
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by subsequent phases. If yes, do not proceed past that dependency point without
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user input.
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3. **Offer options** via `AskUserQuestion`:
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- Skip this agent and note the gap in the final report
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- Retry with narrower scope
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- Stop here and resolve the blocker first
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4. **Always produce a partial report** — output whatever was completed. Never
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discard work because one agent blocked.
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