Files
JokerComboAdvisor/CHANGELOG.md
T
funman300 a66faadc21 Move the synergy catalog from the run HUD to the pause menu
The purple Combos button lived in the run HUD button_area; move it to a
"Combos" row in the pause menu (Escape > under Settings, before
restart_button) so the play screen stays clear. Same overlay, same tabs;
Mods > Combo Advisor is unchanged.

restart_button is an id vanilla only builds during a run, so the row never
reaches the main menu. Because the pause menu builds its node list as a table
constructor with conditional entries (an unseeded run leaves a hole at the
seed row's index), find_trail/insert_node walk and shift by explicit numeric
key rather than ipairs/table.insert.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-27 12:48:38 -07:00

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# Changelog
## Unreleased
### Changed
- The synergy catalog now opens from the **pause menu** (Escape > Combos, under
Settings) instead of a button in the run HUD, which keeps the play screen
clear. Same overlay, same tabs; Mods > Combo Advisor is unchanged.
### Fusion Jokers integration
- When [Fusion Jokers](https://github.com/wingedcatgirl/Fusion-Jokers) is
installed, hovering any joker that is a fusion component names the fusion it
feeds, the discounted cost, and what is still missing ("Fuses into Diamond
Bard ($12) — still needs Rough Gem"). In the shop it answers the buy-side
question instead: "Buy to fuse into Diamond Bard ($12 to fuse)".
- Fusing **consumes** its components, so a ready fusion also reports the combos
that die with them ("Fusing drops combos with: Smeared"). No other mod can
answer that — it is the reason the integration exists rather than just
restating the recipe.
- Costs mirror Fusion Jokers' own discount arithmetic, and components are
counted by quantity, so a recipe needing 3× Joker asks for three.
- Not installed means silence, like every other integration.
## 1.1.0 — 2026-07-15
### New advice surfaces
- **Consumable advice**: shop Planet/Tarot/Spectral cards and their booster
packs name the owned jokers they feed; Standard Packs warn when they would
shrink Erosion's Mult. Silent unless an owned joker cares.
- **Sticker cautions**, per card instance: perishable on a scaling joker
("gains die in 5 rounds") and rental on a money joker ("rent may eat its
payout").
### Database fixes (full audit against the real game code)
- DNA is no longer called a Pair enabler — its trigger (first hand of round,
exactly 1 card) makes that advice meaningless. Its trips/quads enabling and
Hologram pairing stay.
- Removed the Vampire + Marble clash: Marble feeds Vampire (a Stone card is
fuel, same shape as the Midas Mask pair). Stone-build harm remains covered
by Vampire + Stone Joker.
- New wants: Delayed Gratification (extra discards raise its payout), The
Idol (Smeared doubles its eligible cards), 8 Ball (retriggers re-roll it),
Card Sharp (extra hands make replays routine), Perkeo (Spectral and Planet
supply are duplication targets, not just Tarot).
- New famous pair: Burglar + Card Sharp. New cautions: Troubadour (plays one
fewer hand each round) and Merry Andy (costs 1 hand size).
- Suit tooltip phrasing no longer claims a payoff joker "turns cards into"
its suit.
### Tooling
- `JOKER_EFFECTS.md`: all 150 vanilla joker effects, keyed by real center
keys, for auditing tags without paraphrasing from memory.
- The audit now records verdicts for two-member ("fragile") themes and fails
on an unreviewed or stale one, same as silent jokers.
- CI workflow (Gitea Actions): syntax check, the suite on Lua 5.4 and LuaJIT,
audit freshness.
## 1.0.0
Initial release: synergy scoring and shop recommendations, hover tooltips
with reasons, famous pairs, clash/caution warnings, sell advisor, copy
advisor (Blueprint/Brainstorm chains), boss-blind cautions, build gaps,
combo/theme discovery with catalog tabs and progress, post-run recap,
learning mode, JokerDisplay and Too Many Jokers integrations, public API
for other mods (`JCA.register`, `register_pair`, `register_clash`).