Add third campaign battle path
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@@ -2,13 +2,14 @@
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## Initial Goal
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Build a small complete tactical RPG loop:
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Build a small complete tactical RPG loop that can grow into a longer Romance of the Three Kingdoms campaign:
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1. Title screen
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2. Prologue story
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3. First battle briefing
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4. First battle
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5. Battle result and save point
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6. Repeatable story -> camp -> battle expansion path
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## Current Slice
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@@ -17,15 +18,17 @@ Build a small complete tactical RPG loop:
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- Cinematic prologue pages with high-resolution story backgrounds, character portraits, non-black scene transitions, and scenario data
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- File-based original soft stereo orchestral BGM loops for title, prologue, oath, militia, and battle-prep scenes
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- First battle scene with a high-resolution battlefield background, large 12x12 tactical grid, high-detail pixel-style unit sprites, class and terrain affinity rules, ally/enemy roster tabs, unit detail stat panels, weapon/armor/accessory equipment growth, terrain-cost movement range preview, click-to-move unit movement, cursor-adjacent post-move command popup, right-click move cancel, right-click tactical menu, turn ending/reset, resonance bond tracking, and grayscale acted-unit feedback
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- Flow verification script from title to first battle
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- Second battle expansion with a larger scrollable map, mixed enemy AI behaviors, minimap navigation, camp progression, and save persistence
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- Third battle expansion path toward Guangzong with a new battlefield, story bridge, campaign step persistence, and title continue support
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- Flow verification script from title through the third battle victory and camp save state
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## Next Steps
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1. Implement attack range, damage, defeat, victory checks, and real resonance assist attacks
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2. Apply treasure equipment effects to damage, defense, recovery, and command rules
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3. Add strategy and item inventories with usable battle effects
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4. Add a simple enemy AI turn
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5. Add battle result scene and local save/load
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1. Add the next Guangzong main battle and named Yellow Turban commanders
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2. Broaden camp events so bonds, supplies, and equipment choices matter between battles
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3. Apply treasure equipment effects to damage, defense, recovery, and command rules
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4. Add more distinctive victory/defeat branches and optional objectives
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5. Keep expanding scenarios through the long campaign instead of treating the current slice as an ending
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## Content Direction
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