fix(content): purge all remaining Krenn references

Replace every occurrence of "Krenn" with "Van Maanen's Star" (or
contextual variants like VMS for locale codes, Van Maanen for proper
noun contexts). Covers CHANGELOG, briefings, workshop docs, sprint
briefings, environmental text examples, templates, ticker content,
and architecture docs.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-16 01:24:04 +01:00
co-authored by Claude Opus 4.6
parent 1782592dfd
commit a301fdab47
19 changed files with 41 additions and 41 deletions
+4 -4
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@@ -2,9 +2,9 @@
title: "Proposed Architecture: LLM-Powered Voice Synthesis"
description: "Re-voicing architecture for dynamic NPC dialogue using a local LLM as a stylistic enhancement layer — injector system, priority queue, and optional AI-enhanced toggle"
type: architecture
status: draft
status: superseded
ticket: ""
decision_refs: []
decision_refs: ["D-138"]
author: "Gemini"
created: 2026-03-07
updated: 2026-03-07
@@ -12,7 +12,7 @@ updated: 2026-03-07
# Proposed Architecture: LLM-Powered Voice Synthesis
**Status:** Proposed
**Status:** Superseded by [D-138](../../decisions/content.md#d-138-llm-re-voicing-pipeline-for-npc-voice) and [LLM Voice Pipeline Workshop](../workshops/llm-voice-pipeline/workshop-outcomes.md)
**Author:** Gemini (synthesizing a design sparring session with Jeroen)
**Date:** 2026-03-07
@@ -36,7 +36,7 @@ Our proposed solution is to treat dynamic dialogue not as a generation task, but
### Analogy: Dialogue as an `i18n` System
The core of this design is to think of character voice as a "language." Our simple, non-LLM template system provides the default "language" (`en-US`)—a clear, functional line of text that serves the gameplay. The LLM's job is to "translate" this line into a specific character's "language" (`en-KRENN-RUTHLESS`).
The core of this design is to think of character voice as a "language." Our simple, non-LLM template system provides the default "language" (`en-US`)—a clear, functional line of text that serves the gameplay. The LLM's job is to "translate" this line into a specific character's "language" (`en-VMS-RUTHLESS`).
This immediately enables a powerful player-facing feature: