From 7b7620c13ce7002bd2890efc879a8e8dd26a7003 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Sat, 7 Feb 2026 18:21:47 +0100 Subject: [PATCH] docs(meta): sync documentation with current codebase state CLAUDE.md: add bookmarks/bookmarks/, opinion_modifiers/, and religion_families/ to project structure tree. MASTERPLAN.md: remove resolved trait_knows_hemalurgy item from M1. REVIEW_NOTES.txt: update WARNING-05 to reflect that tiered attention modifiers are now defined. Co-Authored-By: Claude Opus 4.6 --- CLAUDE.md | 3 +++ MASTERPLAN.md | 1 - lords_of_ash/REVIEW_NOTES.txt | 3 ++- 3 files changed, 5 insertions(+), 2 deletions(-) diff --git a/CLAUDE.md b/CLAUDE.md index 93d22a5..bef8fde 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -8,6 +8,7 @@ universe during the Final Empire era. CK3 version 1.18.*. ``` lords_of_ash/ # The mod itself (CK3 mod directory) common/ # Game data definitions + bookmarks/bookmarks/ # Bookmark definitions (CK3 nested convention) culture/ # Cultures: noble_scadrian, skaa, terris decisions/ # Player decisions (balls, snapping, breeding) dynasties/ # 10 Great Houses @@ -16,7 +17,9 @@ lords_of_ash/ # The mod itself (CK3 mod directory) men_at_arms_types/ # Hazekillers, Koloss, Mistborn Agents, etc. modifiers/ # Character and province modifiers on_action/ # Game hooks (birthday, yearly pulse, game start) + opinion_modifiers/ # Opinion modifiers (e.g., disapproves_skaa_mercy) religion/ # Steel Ministry, Terris, Survivorism, Cult of Ruin + religion_families/ # Religion family definitions (rf_scadrial) scripted_effects/ # Reusable effect blocks scripted_triggers/ # Reusable condition checks traits/ # Allomancy, Feruchemy, Hemalurgy traits diff --git a/MASTERPLAN.md b/MASTERPLAN.md index 4c4901a..e98eb3c 100644 --- a/MASTERPLAN.md +++ b/MASTERPLAN.md @@ -81,7 +81,6 @@ placeholder content are acceptable. Steam-release polish happens in M8. - `is_feruchemist_trigger` should not match dormant potential - `has_allomantic_potential_trigger` should distinguish active vs dormant - Unify the dual Lord Ruler attention system (variable-based + modifier-based) -- Add `trait_knows_hemalurgy` (referenced by decision but undefined) - Suppress vanilla decisions that break immersion — create empty replacement files in `common/decisions/` for vanilla decision files - Define game rule infrastructure in `common/game_rules/` (Narrative vs Sandbox diff --git a/lords_of_ash/REVIEW_NOTES.txt b/lords_of_ash/REVIEW_NOTES.txt index 9290f9a..700e294 100644 --- a/lords_of_ash/REVIEW_NOTES.txt +++ b/lords_of_ash/REVIEW_NOTES.txt @@ -107,7 +107,8 @@ Two systems exist but are not connected: increment/decrement 2. Modifier-based: lord_ruler_attention_modifier applied by events The variable system works. The tiered modifiers (attention_1/2/3) -are not defined yet (see CRITICAL-01). These should be unified. +are now defined (CRITICAL-01 resolved). These two systems should be +unified into a single coherent approach. WARNING-06: is_feruchemist_trigger INCLUDES DORMANT POTENTIAL File: common/scripted_triggers/mistborn_triggers.txt