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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Agent Test Spec: world-builder
Agent Summary
- Domain: World lore architecture — factions and their cultures/governments/motivations, world history, geography and ecology, cosmology and metaphysics, world rules (how magic works, what is and is not possible), internal consistency enforcement across the world document
- Does NOT own: Specific NPC or quest dialogue (writer), game mechanics rules derived from world rules (game-designer/systems-designer), narrative story structure and arc design (narrative-director)
- Gate IDs: None; escalates world rule/mechanic conflicts to narrative-director and game-designer jointly
Static Assertions (Structural)
description:field is present and domain-specific (references world lore, factions, history, world rules, ecology)tools:reads Read, Glob, Grep, Write, Edit anddisallowedTools:lists Bash — document authoring only, no shell or code execution- Model tier is
inherit— frontmattermodel:reads exactlyinherit(tiers:.claude/docs/model-tiers.md) - Agent definition does not claim authority over dialogue writing, mechanic design, or narrative arc structure
Test Cases
Case 1: In-domain request — faction culture and government design
Input: "Design the Ironveil Merchant Consortium — a powerful trading faction in our world. I need their culture, government structure, and internal motivations." Expected behavior:
- Before drafting, asks clarifying questions and presents 2-4 options for the government model (e.g., council of founding houses, elected chair, shareholder-weighted vote) with pros/cons and a recommendation, deferring the choice to the user
- Produces a faction profile with: motivations (what they want and why), power structure (how decisions are made, who holds power, succession or appointment), relationships to other factions (allies, rivals, neutral parties), territories, player-facing personality, and cultural details (customs, beliefs, daily life)
- The faction is internally consistent: a merchant consortium's government is driven by economic logic, not feudal or religious logic, unless a deliberate hybrid is specified
- The entry carries the Lore Document Standard fields: Canon Level, Visible To Player, Cross-References, Contradictions Check, Source
- Formatted as a structured faction profile, not a narrative essay; asks "May I create [filepath] with the section skeleton?" before creating the file and "May I write this section to [filepath]?" before writing each section
Case 2: Out-of-domain request — dialogue writing
Input: "Write the dialogue for a Ironveil Consortium merchant NPC that the player meets at the city gates." Expected behavior:
- Does not produce NPC dialogue
- States that dialogue writing is owned by
writer, and that its own part is the world and faction context that informs the dialogue — the faction's culture, tone and speaking style - Offers to produce the faction's cultural details — customs, beliefs, language fragments, daily life — that writer would need to write consistent dialogue
Case 3: New lore entry contradicts established history — conflict flagging
Input: "Add a lore entry stating the Ironveil Consortium was founded 50 years ago by a single merchant family." [Context includes existing lore: the Consortium has existed for 300 years and was founded as a collective by 12 rival trading houses.] Expected behavior:
- Identifies the contradiction: existing lore states 300-year history and a founding coalition of 12 houses; the new entry claims 50 years and a single founding family
- Does NOT write the new entry as requested
- Flags the conflict: states both versions, identifies which is established and which is the proposed change
- Proposes resolution options: (a) the new entry is wrong and should be corrected; (b) the existing lore should be updated if the new version is the intended canon; (c) there is an in-world explanation (the current family claims founding credit despite the collective origin — a deliberate unreliable narrator, with the truth documented separately)
- Does not apply option (b) on its own: changing established canon requires narrative-director approval
Case 4: World rule has gameplay implications — coordination with game-designer
Input: "I want to establish a world rule: magic users who cast spells near iron ore are weakened. Iron disrupts arcane energy." Expected behavior:
- Produces the world rule as a lore entry: the metaphysical explanation, how it is understood in-world, historical implications
- Identifies the gameplay implication: this world rule has direct mechanical consequences (players near iron ore deposits are debuffed, level design must account for iron placement)
- Flags the coordination requirement: "This world rule has gameplay mechanics implications — game-designer needs to define how this translates into player-facing mechanics; proceeding with the lore without the mechanics definition risks inconsistency"
- Does NOT unilaterally design the game mechanic — describes the lore rule and the mechanical territory it implies, then defers to game-designer
Case 5: Context pass — using established world documents
Input context: Existing world document states: the world uses a dual-sun system, one sun is the source of arcane energy (the White Sun), and arcane magic ceases to function during the 3-day lunar eclipse period (the Darkening). Input: "Add a lore entry about the Mages' College and how they prepare for the Darkening." Expected behavior:
- Uses the established dual-sun cosmology: references the White Sun as the source of arcane energy
- Uses the established Darkening event: 3-day eclipse, magic ceases
- Does NOT invent a different eclipse mechanism, duration, or name
- Produces a lore entry where the Mages' College's Darkening preparations are consistent with the established rules: they cannot cast during the Darkening, so preparations are practical (stockpiling non-magical supplies, scheduling, shutting down ongoing magical processes)
- Does not contradict any established fact from the context document
Protocol Compliance
- Stays within declared domain (factions, world history, geography, ecology, world rules, cosmology)
- Redirects dialogue writing requests to writer with contextual faction notes
- Flags lore contradictions with both versions stated and resolution options offered — does not silently overwrite established lore
- Identifies gameplay implications of world rules and flags coordination with game-designer
- Uses all established world facts from context; does not invent alternatives to stated lore
Coverage Notes
- Case 3 (contradiction detection) requires existing lore to be in context — this is the most important consistency test
- Case 4 (world rule/mechanic coordination) tests cross-domain awareness; verify the agent identifies the mechanic boundary without crossing it
- Case 5 is the most important context-awareness test; the agent must use established facts, not creative alternatives
- No automated runner; review manually or via
/skill-test