Expedition: readable map art, stage counter math, place-name title - #230
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Addressing three playtest reports on the expedition map screen. ## 1. Background image too high contrast The flux parchment-map background was rendering at full opacity behind nodes + labels. Forest patches drowned the kind labels — the CSS parchment baseline from PR #221 had been more legible. - Drop the flux <image> to 55% opacity so the warm parchment underneath bleeds through. - Add a cream wash rect (#e8d5a8 @ 28% alpha) on top of the image to flatten the dynamic range into a readable backdrop. - Reduce the noise filter opacity from 40% → 35% over art so the grain doesn't compound the murk. - Paint kind labels with paintOrder="stroke" + a thin cream (#f3e6c3) outline so the text reads on any background patch without darkening the art. ## 2. "0 of 38 nodes cleared" doesn't match what the player does Counting every node in the graph (lanes × depth, minus start/boss) is ~36-40 for a typical map but the player only ever makes ~14 picks (one per depth column plus the boss). Switch the counter to \`view.map.depth + 1\` and call them "stages" — matches the cadence of "how many picks have I made vs. the total" instead of "how many lanes have I traveled." ## 3. Expedition needs a title The header read "Expedition #N" — fine for an id but bland. Add EXPEDITION_MAP_TITLES in ai.ts mapping each map_variant to a proper place-name ("The Misty Mountains", "The Wraith Fens", etc.). Worker GET response now includes \`map_title\`; header renders it as the big display-font subhead under "Expedition #N" so a run reads as "Expedition #10 — The Rolling Hills." Same variant selection is already deterministic by seed (PR #224), so the title stays stable across reloads for the same expedition. Verified the CSS-only fallback in the local preview. Flux art path is disabled in local dev (ENVIRONMENT=local turns artTarget.disabled true); overlay layers are conservative so the painted variant will land at least as readable as the unpainted one. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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Summary
Three playtest reports rolled into one PR:
Test plan
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