This day I was returning home with little Internet connectivity so I had the chance to do changes by hand on the plane.

Since the continued work with setting up the scenario identity would be more suited for gemini, I decided to instead fix the issue with the starting party members not working properly; I discovered this was due to gemini not having enough of a reference on the sample scenario file to correctly deduce the structure of the objects; instead of a list of ids, these are objects with an npc id so that in theory they could carry more specific data if needed. I fixed this in both the runtime and Arthurian Studio.
I also started adding some _schema attributes to the JSON files so that their structure doesn’t depend on actual data existing (the sample scenario doesn’t have any starting NPC).
Even after fixing the issue, I found out the starting NPCs would stand there idle until the first combat happened; this was due to them not being activated properly on instantiation. I also noticed some concerning things about Line of Sight and Camera handling for party members in combat which will be fun to resolve.

Then…. just because the flight was so long and I wanted to fast forward time, I tackled a big task out of nowhere: migrating the Mob class (representing enemies and NPCs) to TypeScript. It ate up most of my Vancouver to Miami and Miami to Medellin flights time (nice!), and in the process I found a shady bug that would have been hard to find otherwise
if (!this.world.isInCombat(this) && !this.intent == 'followSchedule') fixed to if (!this.world.isInCombat(this) && this.intent !== 'followSchedule')
Other than that it was a lot of type-ing stuff, fixing some ancient Promise-based code to work with async and await

Next up:
- Resume work on scenario identity and asset management
- Save changes should not be individual to each page; should be a general action.
- Only the Terrain tileset should be available for tile selection.
- The palette picker should only appear if a tiles layer is selected, in the lower part of the panel
- Allow navigating to neighborghood chunks