Late-match crowd-thrown weapon chaos. Includes hit/miss logic, self-damage risk, and initiative swing when the scramble goes wrong.
Chance: 2% base, checks every 6 turns after turn 16, max one spawn per match.Configure the sampler match
Choose two wrestlers, adjust the match settings, toggle experience modules, set any test overrides, and launch the streamed simulation.
Match Engine Updates
This changelog tracks sampler and match engine prototype progress.
2026-06-05 - Sampler Balance Pass And Forced Conflict Override
- Rebalanced `Weapon Chance` so it now behaves like a rarer late-match chaos beat instead of a constant hardcore stream: delayed first eligibility, spaced-out checks, lower trigger cap, and a hard limit of one crowd-thrown weapon per match.
- Reworked Stage 1 kickout math so live stamina now feeds pin survival, making exhausted wrestlers more vulnerable than fresh wrestlers with the same base `STA` rating.
- Rebalanced `Interruption Tease` into a rarer late-match check instead of an almost guaranteed flavor beat, while keeping the existing once-per-match ceiling.
- Tightened `Crowd Momentum` so chants now require larger momentum swings and fire less often, keeping crowd reaction closer to a highlight beat than a constant commentary layer.
- Tightened `Amazing Comeback` so comeback windows open later, require heavier damage/momentum deficits, and top out at a lower trigger ceiling.
- Tightened `Ref Mishap` so slow counts, missed kickouts, phantom kickouts, and rope-leverage misses all happen less often, keeping officiating controversy as a special finish texture rather than a regular pin beat.
- Expanded `Post Match Outcome` beyond `missed_kickout` so unseen `rope_leverage_missed` finishes can now naturally spill into a post-bell aftermath lane as well.
- Restricted unseen rope-leverage theft to heel attackers so face-aligned wrestlers no longer drift into heel-only cheat finishes.
- Added sampler override wiring for `Force Post Match Conflict`, allowing post-bell fight/chaos scenes to be forced after any finish path, including time-limit endings, so the aftermath lane can be validated on demand.
- Updated the Demo Engine setup/help copy to reflect the quieter weapon, crowd, and interruption behavior plus the new override surface.
- Fixed `Interruption Tease` so it no longer announces one of the two active wrestlers as an outsider rival cameo, and corrected momentum commentary copy so downward swings do not read like gains.
2026-06-05 - Pin Logic, Aftermath Flow, And Module Wiki Pass
- Reworked Stage 1 pin logic so non-finisher pin attempts now behave like a proper match state check: the defender must be grounded, inside the HP pin window, and still inside a short cover window created by real knockdown pressure.
- Added richer bridge-aware move commentary so setup and attack lines reflect target position and damage category more clearly during the stream.
- Added reversal roll-up handling so reversals can now create flash-pin chances instead of only stopping offense cold.
- Extended `Ref Mishap` so a missed kickout can branch into `Post Match Outcome` aftermath sequences with alignment-aware follow-up behavior after the bell.
- Tightened `Interruption Tease` so it can now happen only once per match, including variants where a rival is seen in the crowd or tries to jump the barricade before security stops the invasion.
- Added per-module wiki entries for Amazing Comeback, Crowd Momentum, Weapon Chance, Interruption Tease, Ref Mishap, and Post Match Outcome so the sampler add-on lane is documented as a modular system instead of scattered notes.
2026-06-05 - Stat Schema And Behavior Model Spec
- Added a longer-term stat-schema design note covering the recommended split between core competitive stats, personality traits, specialty tags, and derived match ratings.
- Documented how pin conversion, kickout resilience, cheating pressure, cheat concealment, crowd control, and ladder/multi-man behavior should be derived from the base schema instead of being treated as standalone roster stats.
- Recommended against adding `pin_bonus` or `pin_opp` as primary editable stats, favoring derived ratings and tags such as `flash_pin_trait` or finisher-level follow-through bonuses instead.
- Added an admin-only wrestler schema preview surface that derives the proposed future stat model from one existing roster profile and uses the same data to mock a future wrestler profile pop-up layout.
- Expanded the same schema preview into a public demo route backed by demo-roster data, and retitled the card concept to `Sample Hover Over Pop-Up Mockup` so the surface now reads as a future hover-card / quick-stats preview instead of a finished full-profile modal.
2026-06-04 - CSS Compatibility And Stream Badge Alignment
- Added a browser-compatibility CSS pass around the shared public/admin shells so the demo engine behaves more safely when gradient text, backdrop blur, fixed backgrounds, or newer layout features are handled inconsistently by the browser.
- Added missing viewport coverage on engine-related shell output so mobile devices now pick up the intended narrow-layout breakpoints instead of rendering the setup/stream closer to desktop scale.
- Moved the stream-side brand badge into the avatar wrapper itself so the logo now sits inside the portrait frame rather than drifting against the wider fighter header block.
2026-06-04 - Demo Shell Registry And Cache Token Pass
- Added `Modules Registry` as a public proof-of-work companion surface so the Demo Match Engine now sits inside a clearer module inventory alongside its related data packs and structured move systems.
- Wired the shared cache-buster token into demo engine asset URLs so public demo shell updates can be refreshed more reliably after CSS or local asset changes, using simple version rotation only.
2026-06-04 - Demo Starter Pack Asset Route Hotfix
- Fixed demo wrestler starter-pack image records so demo pages can keep using `/demo/...` pack paths in the demo database while still rendering through the versioned `/asset/roster-image?...&source=demo` route.
- Extended the same routed handling to demo brand logos and wallpapers so demo engine brand presentation stays on the same cache-safe asset path model as the rest of the public demo surfaces.
2026-06-04 - Demo Stream Layout Pass
- Reworked the public Demo Match Engine stream into a denser broadcast-style presentation with a live `Turns` readout, central momentum rail, flow status, and a persistent footer strip for match timer, momentum edge, and live summary state.
- Rebuilt stream rows into a tighter `turn / icon / text / pill` format so longer commentary sequences fit more comfortably inside the viewport without losing move/event context.
- Moved momentum below stamina in the side panels, enlarged the avatar surface, and kept the brand badge/logo anchored into the lower-right of the portrait box for stronger brand identity during the stream.
- Added a manual `End Match` action plus live summary-state updates so the footer can report `Pending Match Finish`, `Match Finished`, `Time Limit Reached`, or `Stream Stopped` without waiting for the older hidden report flow.
- Updated the public stream so the fighter side cards and live stream header stay visible more consistently while scrolling, plus new tablet/mobile CSS tuning for the public stream layout.
2026-06-04 - Demo Navigation Consolidation
- Consolidated demo navigation ordering around one shared menu source so demo home, parser, move library, match engine, modules registry, and changelog stay in a consistent order across public demo surfaces.
- Moved the public Demo Roleplay Parser back onto the shared sidebar-shell layout and retired the duplicate demo move-library surface in favor of the shared `/move-library` route for non-signed-in users.
2026-06-03 - Move Library Bridge and Brand Card Pass
- Bridged Stage 1 standard-move selection into the sampler from the shared move library instead of relying only on the old hardcoded normal-move pool.
- Added runtime fallback so wrestlers with no explicit move subset can still use the full active move library by default.
- Wired authored move `reversed_text` into sampler output so reversal rows can use move-specific commentary copy.
- Updated Demo Engine setup and stream cards to support brand-derived accent colours and optional brand-logo badges without changing the core wrestler data contract.
- Added live move-usage breakdowns per wrestler in the stream sidebars, including distinct highlight treatment for finisher/signature usage and new sidebar defense counters for blocked and dodged offense.
- Simplified stream brand labeling by removing redundant brand text tags and repositioning the brand-logo badge for a cleaner fighter-head layout.
- Aligned the shared demo-shell menu around demo-only destinations so engine-related public demo pages present one consistent navigation set without leaking main-site links.
2026-06-03 - Public Setup Layout Tightening
- Reworked the public Demo Match Engine setup view toward a tighter fight-card layout with a denser lower control row.
- Replaced the tall showcase module grid with a compact `Active Modules` panel and added a dedicated `Match Summary` panel to reduce setup-page scrolling.
- Moved `How It Works` to a modal and tightened the public hero/header sizing so the setup surface starts higher on screen.
2026-06-02 - Amazing Comeback Sampler Module
- Added `SamplerAmazingComeback` as a Stage 1 sampler module that can interrupt a dominant sequence before the opponent's move resolves.
- Comeback windows are now gated by match state and PER-aware rolls so they open when a wrestler is behind, but not fully squashed.
- Successful comeback chains can auto-fire the wrestler's bridged structured signature and a free finisher, including pin-type finisher follow-through.
- Demo Engine setup now exposes Amazing Comeback as a visible showcase module with its own toggle and stream event styling.
2026-06-02 - Demo Starter Pack Expansion
- Expanded demo-mode showcase data to a broader 12-wrestler starter pack with isolated demo-only storage.
- Updated public Demo Engine roster sourcing so guest users can test only the curated demo wrestlers while admins still keep full internal visibility.
- Seeded wider archetype coverage across the demo roster to support more representative sampler testing before full structured move data is assigned.
2026-06-01 - Stage 1 Momentum Pace and Pin Count Flow
- Increased Stage 1 move momentum gain values so signature/finisher setups trigger earlier in normal match windows.
- Added passive momentum tick each turn to both wrestlers for steady meter progression.
- Reduced momentum loss on missed attacks to smooth out streaky stalls.
- Added explicit `pin_count` events so pin attempts now flow through visible referee counts (`ONE`, `TWO`, `THREE`) before `pin_resolved`.
- Updated stream rendering to show count calls as officiating rows.
2026-06-01 - Stage 1 Position Pipeline and Move Sequencing
- Stage 1 sampler now uses position-aware move legality (`opening`, `standing`, `bent_down`, `groggy`, `grounded`) instead of flat move selection only.
- Added two-step high-impact flow for major offense:
- `signature_setup` -> `signature`
- `finisher_setup` -> `finisher`
- Added setup flags (`signature_ready`, `finisher_ready`) and per-move required target positions to validate setup-before-execution behavior.
- Updated stream payloads to include setup/signature/finisher markers plus position context (`required_target_position`, `target_position_before`, `target_position_after`) for deterministic rendering.
- Added dedicated stream styling for setup, signature, and finisher rows with distinct icon + background treatment.
2026-06-01 - Demo Engine Public Access
- Demo Engine is now public for showcase testing; access no longer requires admin/editor roles.
- Added direct homepage navigation entry to `/demo/engine` so non-logged-in users can launch the sampler quickly.
2026-06-01 - Demo Engine UI Polish
- Reworked Demo Engine CSS for setup and stream views to improve layout structure, readability, and responsive behavior.
- Added portrait-focused wrestler card framing with max-size avatar constraints to stabilize preview card presentation.
- Added setup-card nameplate and compact stat strip (Type/Height/Weight) to better match a fight-card showcase style.
2026-06-01 - Demo Engine Sampler Foundation
- Launched Stage 1 sampler flow with deterministic turn simulation and pinfall-only finish path.
- Added Demo Engine setup page with wrestler comparison cards and quick preflight checks.
- Added streamed match viewer with health/stamina bars, action log, and match totals.
2026-06-01 - Commentary Modes
- Added selectable commentary tones: Sports, Dramatic, and Chaotic.
- Added chaotic two-voice desk and post-match template support via SamplerCommentary.
- Added token replacement support for winner/loser/rival/faction references with fallbacks.
2026-06-01 - Modular Sampler Features
- Added SamplerWeaponChance module with escalating trigger odds, weapon hits, misses, and self-damage outcomes.
- Added module registry pattern (SamplerModuleRegistry) to separate core engine from optional experience modules.
- Added non-core showcase modules: SamplerCrowdMomentum and SamplerInterruptionTease.
How It Works
Stage 1 Sampler uses a shared move pool to validate pacing, event injection, and match sequencing before the production engine is split into cleaner runtime modules.
Assigned wrestler stats, signatures, and finishers already feed into this showcase. Standard moves now bridge in from the move library, with full-library fallback when a wrestler has no explicit subset yet.
Crowd reactions trigger momentum announcements and alignment-driven chants only when momentum swings are big enough to feel like a real crowd shift.
Dynamic chants react to face/heel alignment and larger momentum deltas instead of firing on every small swing.Injects ringside chaos moments, including rival/faction teases to prototype non-core story events safely.
Rare late-match check that can still only fire once per match.Models controversial officiating: slow counts, missed kickouts, phantom kickouts, and illegal heel rope leverage not being spotted.
Applies to pin resolution and creates high-drama outcomes for testing.When a pinfall ends in obvious controversy, the match can spill into an alignment-aware aftermath sequence instead of ending cold.
Currently branches from `missed kickout` and unseen heel `rope leverage` controversy into heel heat, respect, or post-bell chaos.Lets a dominated wrestler try to swing momentum back with a comeback wind-up, a pressure roll, and a possible signature into free finisher chain.
Uses PER-aware comeback checks and only opens when a wrestler is behind without fully being squashed.