## 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.