The important one: the dress-code card was highlighting every rule a patron
broke the moment they stepped up, so optimal play was reading a red line off the
desk. That deleted the inspection loop the whole scene exists for. The highlight
now fires after the ruling, as feedback.
Second: tonight's date appeared nowhere in the game, so working out whether an ID
was underage — the tell that files a heat strike and costs the licence — was
guesswork. It is now on the card beside the DOB and under the HUD clock, which
finally makes the boundary cases idCheck.ts was written for reachable.
Also:
- determinism: the partner's generatePatron call sat behind an enqueue-success
check, and enqueue fails at maxQueue, which is player-controlled — so from the
first queue overflow the rest of the night's patrons diverged. Same class as
the comeback-stream bug, fixed for couples and missed for patrons.
- the sobriety modal's backdrop wasn't interactive; you could rule straight
through it
- tooltips read "navy a blazer" — articles baked into the noun tables, then
colour-prefixed. They are the only detection channel for four rules under
placeholder art, so they have to read cleanly.
- bumbag and chain are drawn on the body but were described only in the head zone
- NightScene.endNight pushed heat strikes past core/meters.ts
- dropped the diff's one `as never` for a real type guard (CCR-4)
- replaced a vocabulary-coverage test whose string-equality heuristic silently
stopped working once a legitimate word matched its own type id
231 tests. Balance findings (vibe pins at 100, stalling is dominant, the slam
never materialises) are measured and written up in LANEHANDOVER.md but not
applied — that is a whole-economy retune and it wants a human playtest, not a
bot with perfect information.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>