diff --git a/.htaccess b/.htaccess
index d579227..36b3f0a 100644
--- a/.htaccess
+++ b/.htaccess
@@ -1,21 +1,21 @@
ExpiresActive On
ExpiresByType text/html "access plus 0 seconds"
- ExpiresByType text/css "access plus 0 seconds"
- ExpiresByType application/javascript "access plus 0 seconds"
- ExpiresByType application/json "access plus 0 seconds"
+ ExpiresByType text/css "access plus 30 days"
+ ExpiresByType application/javascript "access plus 30 days"
+ ExpiresByType application/json "access plus 30 days"
ExpiresByType image/png "access plus 30 days"
ExpiresByType image/webp "access plus 30 days"
ExpiresByType audio/mpeg "access plus 30 days"
ExpiresByType audio/wav "access plus 30 days"
-
- Header set Cache-Control "no-cache, no-store, must-revalidate"
+
+ Header set Cache-Control "no-cache, must-revalidate"
Header set Pragma "no-cache"
Header set Expires "0"
-
+
Header set Cache-Control "public, max-age=2592000"
diff --git a/PATCH_NOTES.md b/PATCH_NOTES.md
new file mode 100644
index 0000000..938feeb
--- /dev/null
+++ b/PATCH_NOTES.md
@@ -0,0 +1,69 @@
+## 15.9.2 修正
+- 巣箱アイコンとゲーム内描画から、枠内の明色・透過っぽく見える装飾を除去。
+- アリのHPバーを、たりないと同様にダメージ直後だけ表示する方式へ変更。
+- 道具UIに「げんこつ」を追加。添付画像から正義げんこつ部分を切り抜き、上から落下してたりない・アリにダメージと吹っ飛びを与える効果を追加。
+- 初期ロード画面と読み込み進捗バーを追加。JS/CSSをdefer化し、CSS/JSのサーバーキャッシュを有効化して再訪問時の通信量を削減。
+
+
+## 15.9.1 修正
+- 草を地面レイヤーとして扱い、既存の草の上にもオブジェクトを配置できるようにしました。草同士・草と障害物の植え付け制限は維持しています。
+- けんか餅のゲーム内描画から星印を削除し、×印のみ表示するようにしました。
+- ダメージ後に出る「こわい…」吹き出しを削除しました。
+- 家系図に「更新」トグルを追加しました。デフォルトはOFFで、ONの間だけ家系図を描画・更新します。
+- 死亡した個体のライブIDを再利用しないようにし、友達・敵対関係が別個体へ引き継がれて見える問題を防止しました。死亡時の一時ターゲット参照も掃除します。
+- たりないデータUIをカテゴリ別の折り畳み表示に変更しました。
+
+# Patch Notes
+
+## Encoding cleanup
+- Normalized `index.html` back to UTF-8.
+- Replaced mojibake strings with the intended labels.
+- Escaped Japanese text in source files to avoid encoding-dependent corruption.
+
+## Personality specification fixes
+- Personality tags and data UI now use Japanese labels from the four-axis personality model.
+- Threshold-crossing personality logs are now generated in Japanese and only when visible trait bands change.
+- Daily personality caps now track increase and decrease separately per parameter.
+- Current personality effects are neutral inside the -0.5 to +0.5 band.
+- Direct conversion to the legacy timid personality after damage was removed; cowardly behavior is derived from high neuroticism plus low aggression.
+- Corpse/splat contact now increases stress and slowly reduces neuroticism through habituation.
+
+## Follow-up fixes
+- Fixed CSS emoji escapes for tool UI icons. CSS now uses code-point escapes such as `\\1F448` instead of invalid surrogate escapes.
+- Hid the detailed four-axis personality rows from the compact tarinai data UI.
+- Restored `bestBedFor()` fallback so tarinai can choose hay beds when no usable nest box is available.
+- Damage now wakes sleeping tarinai and forces tarinai hidden inside a nest box to leave the box.
+- Added a short minimum stay window after entering a nest box to avoid immediate exit loops.
+- Renamed the friend relation label from `\\u4ef2\\u826f\\u3057` to `\\u53cb\\u9054` in UI text and related logs.
+
+
+## Personality cleanup v3
+- Current live friend count now changes sociability drift. Family/friend proximity raises sociability more when the tarinai has more current friends, while a lonely tarinai with no current friends can slowly lose sociability.
+- Removed the legacy named personality route from constructor, serialization, child inheritance, selected data UI, selected-card overlay, and family-tree titles. The game now uses only birthPersonality/currentPersonality four-axis data.
+- Kept empty legacy stubs only for old-save compatibility so older saves cannot revive the pre-four-axis personality model.
+
+## Follow-up fixes v4
+- Restored compact personality information in the tarinai data panel: visible tags, birth personality, and current personality.
+- Moved the focused-tarinai highlight outside the sprite rotation transform so the ring and label stay upright.
+- Shortened ecology cards and added the HP/stress meter placement note: upper meter is HP, lower meter is stress.
+- Raised the friendship threshold to 16 affinity and reused the same threshold for friend count, friend behavior, friend UI, and observe highlights.
+- Observe mode now highlights friends of the selected tarinai as well as parents, children, and enemies.
+
+## Ant nest update
+- Added a new placeable `ant_nest` object and tool button.
+- Added ant sprites cropped from the provided source image: queen, worker variants, and upside-down worker corpse.
+- Each ant nest starts with 6 workers, caps at 10 workers, and sends at most 3 workers outside at once.
+- Worker ants spawn above their home nest, random-walk, search for tarinai, and drag found tarinai back to the nest. Multiple workers dragging the same tarinai increase carrying speed.
+- Dragged tarinai struggle automatically and can kill workers. Dead workers become edible `ant_corpse` items and slightly reduce hygiene.
+- If a nest below capacity brings back a tarinai, its worker count increases by 1.
+- If a full nest brings back another tarinai, a queen ant appears and creates a new ant nest in an open spot.
+- Ant health does not recover.
+- Added the requested Irasutoya credit entry.
+
+## Ant nest follow-up v5
+- Increased ant movement and hauling constants by 1.5x from the previous slow tuning.
+- Kept queen spawning to at most one queen per nest per in-game day, while making spawned queens keep retrying until a new ant nest is built somewhere.
+- Reduced the ant nest object radius from 34 to 17.
+- Removed the separate ant corpse sprite asset. Ant corpses now render by flipping the worker ant sprite vertically and remain stationary while decaying.
+- Added shared ant damage handling for firecracker explosions and dropped-object impacts.
+- Kept ant worker HP in the nest worker pool so damaged workers remain damaged after returning to and leaving the nest.
diff --git a/README.md b/README.md
index 1cb4af3..69725d1 100644
--- a/README.md
+++ b/README.md
@@ -1,210 +1,79 @@
-# たりないコロニー観察所
+# Tarinai Colony Observation Game
-ブラウザで動く、観察主体の小さなコロニーゲームです。
-外部ライブラリやサーバーは不要です。
+Single-page, dependency-free browser simulation. Open `index.html`; no build step, package manager, server API, transpiler, or module loader is required. Runtime is plain HTML/CSS/JS loaded by ordered `
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+