## [2.8.1] - 2025-08-14

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RebeccaNod1 2025-08-14 00:35:02 -05:00
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All notable changes to Peril Dice will be documented in this file.
## [2.8.1] - 2025-08-14
### 🎯 **Peril Status Display Fixes**
- **Fixed Floater Status Updates**: Resolved issue where peril status on floating displays showed "waiting for game to start" during active gameplay
- Enhanced peril status logic in Floater Manager to properly handle active game states
- Added clear "YOU ARE IN PERIL!" messaging for the current peril player
- Improved status display to show "Peril Player: [Name]" for all other players
- Fixed condition checking for peril player status determination
- **Real-Time Status Synchronization**: Enhanced sync message handling for consistent peril status across all displays
- Added debug logging to track peril player status changes in Floater Manager
- Improved floater update triggers during game state changes
- Enhanced sync message processing to immediately update all floaters when peril status changes
- Fixed "NONE" placeholder handling in peril player sync messages
### 💖 **Elimination Heart Display Fixes**
- **0 Hearts Before Elimination**: Fixed elimination sequence to properly show 0 hearts before player removal
- Modified Main Controller elimination logic to set player lives to 0 first
- Added 1-second display delay to make 0 hearts visible on both scoreboard and floaters
- Enhanced elimination flow with proper timing between heart display and player cleanup
- Fixed race condition where players were removed before 0 hearts could be displayed
- **Visual Elimination Sequence**: Improved elimination experience for better player feedback
- Players now see their elimination status with 0 hearts before floater disappears
- Scoreboard and floaters show elimination hearts consistently
- Better coordination between heart updates and player removal
- Enhanced user experience during elimination events
### 🐛 **Bug Fixes and Improvements**
- **Sync Message Debugging**: Added comprehensive debug logging for peril player status tracking
- Debug messages show peril player changes from old to new values
- Enhanced visibility into sync message processing
- Better troubleshooting capabilities for peril status issues
- **Floater Update Reliability**: Improved floater update system for more consistent status display
- Enhanced floater update triggers during game state changes
- Better handling of peril status changes during rounds
- Improved sync message reliability for real-time status updates
- **Elimination Timing Fixes**: Resolved timing issues in elimination sequence
- Fixed race condition where elimination cleanup occurred before status display
- Added proper delays to ensure visual feedback before player removal
- Enhanced coordination between Main Controller and display systems
### 🛠️ **Technical Improvements**
- **Enhanced Floater Manager Logic**: Improved peril status determination and display
- Better condition checking for active game states vs. waiting states
- Enhanced handling of "NONE" and empty peril player values
- Improved sync message processing for consistent status updates
- **Main Controller Elimination Enhancements**: Better elimination sequence coordination
- Added explicit 0 hearts setting before player removal
- Improved helper update timing during elimination
- Enhanced coordination between elimination logic and display updates
- **Debug Logging Additions**: Added targeted debug messages for key status changes
- Peril player change tracking in Floater Manager
- Elimination sequence logging in Main Controller
- Better visibility into sync message processing
## [2.8.0] - 2025-08-12
### 🔒 **Game Lockout Security System**

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@ -3,6 +3,166 @@ PERIL DICE CHANGELOG
All notable changes to Peril Dice are documented in this file.
[2.8.1] - 2025-08-14
====================
🎯 PERIL STATUS DISPLAY FIXES
- Fixed Floater Status Updates: Resolved issue where peril status on floating displays showed "waiting for game to start" during active gameplay
* Enhanced peril status logic in Floater Manager to properly handle active game states
* Added clear "YOU ARE IN PERIL!" messaging for the current peril player
* Improved status display to show "Peril Player: [Name]" for all other players
* Fixed condition checking for peril player status determination
- Real-Time Status Synchronization: Enhanced sync message handling for consistent peril status across all displays
* Added debug logging to track peril player status changes in Floater Manager
* Improved floater update triggers during game state changes
* Enhanced sync message processing to immediately update all floaters when peril status changes
* Fixed "NONE" placeholder handling in peril player sync messages
💖 ELIMINATION HEART DISPLAY FIXES
- 0 Hearts Before Elimination: Fixed elimination sequence to properly show 0 hearts before player removal
* Modified Main Controller elimination logic to set player lives to 0 first
* Added 1-second display delay to make 0 hearts visible on both scoreboard and floaters
* Enhanced elimination flow with proper timing between heart display and player cleanup
* Fixed race condition where players were removed before 0 hearts could be displayed
- Visual Elimination Sequence: Improved elimination experience for better player feedback
* Players now see their elimination status with 0 hearts before floater disappears
* Scoreboard and floaters show elimination hearts consistently
* Better coordination between heart updates and player removal
* Enhanced user experience during elimination events
🐛 BUG FIXES AND IMPROVEMENTS
- Sync Message Debugging: Added comprehensive debug logging for peril player status tracking
* Debug messages show peril player changes from old to new values
* Enhanced visibility into sync message processing
* Better troubleshooting capabilities for peril status issues
- Floater Update Reliability: Improved floater update system for more consistent status display
* Enhanced floater update triggers during game state changes
* Better handling of peril status changes during rounds
* Improved sync message reliability for real-time status updates
- Elimination Timing Fixes: Resolved timing issues in elimination sequence
* Fixed race condition where elimination cleanup occurred before status display
* Added proper delays to ensure visual feedback before player removal
* Enhanced coordination between Main Controller and display systems
🛠️ TECHNICAL IMPROVEMENTS
- Enhanced Floater Manager Logic: Improved peril status determination and display
* Better condition checking for active game states vs. waiting states
* Enhanced handling of "NONE" and empty peril player values
* Improved sync message processing for consistent status updates
- Main Controller Elimination Enhancements: Better elimination sequence coordination
* Added explicit 0 hearts setting before player removal
* Improved helper update timing during elimination
* Enhanced coordination between elimination logic and display updates
- Debug Logging Additions: Added targeted debug messages for key status changes
* Peril player change tracking in Floater Manager
* Elimination sequence logging in Main Controller
* Better visibility into sync message processing
[2.8.0] - 2025-08-12
====================
🔐 GAME LOCKOUT SECURITY SYSTEM
- Owner-Only Access Control: Implemented comprehensive lockout system allowing game owners to restrict all game functionality to owner only
* Complete dialog prevention for non-owners when game is locked
* Visual feedback through floating text showing "🔒 GAME LOCKED" status
* Clear error messaging to non-owners attempting access during lockout
* Lock status persists during gameplay and between sessions
- Dynamic Admin Controls: Added lock/unlock toggle buttons in categorized owner menu
* Lock Game: Restricts access to owner only
* Unlock Game: Restores normal player access
* Visual indicators in admin menu show current lock state
- System Integration: Lockout state synchronized between Main Controller and Dialog Handler
* Lock/unlock commands sent via link messages (9001/9002)
* Floating text updates automatically based on lock state
* Complete access restriction including dialog generation prevention
🔄 AUTOMATIC RESET ON STARTUP SYSTEM
- Clean State Guarantee: Game automatically resets when critical scripts are updated or rezzed
* Main Controller triggers reset on state_entry() for consistent startup state
* Game Manager requests reset on startup to handle core game logic updates
* All game state cleared while preserving historical leaderboard data
- Smart Reset Logic: Automatic reset preserves leaderboard while clearing temporary game state
* Players, lives, picks, ready states cleared on startup
* Win/loss records maintained in leaderboard system
* Scoreboard cleared but leaderboard rankings preserved
- Script Update Protection: Enhanced reliability when game logic is modified
* Prevents stale game states from carrying over after script updates
* Ensures consistent experience for players after system updates
* Eliminates need for manual resets after deployments
👥 ENHANCED PLAYER MANAGEMENT SYSTEM
- Kick Player Functionality: Complete implementation of owner-controlled player removal
* New "Kick Player" option in Player Management admin section
* Smart display name handling with automatic truncation for dialog buttons
* Complete player removal from all game systems (lists, scoreboard, floaters)
* Immediate visual feedback on scoreboard when players are kicked
- Rebuilt Leave Game System: Complete overhaul of voluntary player departure
* Fixed state synchronization issues between Controller and Dialog Handler
* Proper cleanup of player floaters when leaving
* Automatic removal from ready player lists
* Scoreboard updates immediately reflect departing players
- Advanced Name Management: Enhanced handling of long display names
* Automatic truncation to fit within 24-character dialog button limits
* Preservation of original names for game logic while showing truncated versions in UI
* Proper mapping between display names and actual player identities
🎯 CATEGORIZED ADMIN INTERFACE
- Organized Owner Menu: Complete restructure of admin controls into logical categories
* Player Management: Add Test Player, Kick Player functions
* Reset Options: Game reset, Leaderboard reset, Complete reset
* Troubleshooting: Cleanup floaters, Force floaters creation
* Security Controls: Lock/Unlock game prominently displayed
- Improved Navigation: Enhanced menu flow with clear back navigation
* Consistent "Back to Main" options in all sub-menus
* "Back to Game" option to return to player interface
* Context-sensitive menu options based on current state
- Enhanced User Experience: Better organization and discoverability of admin functions
* Security-first design with lock controls prominently featured
* Logical grouping of related functions
* Clear visual indicators for current system state
[2.7.0] - 2025-08-12
====================
🏠 SINGLE LINKSET ARCHITECTURE REVOLUTION
- Complete System Consolidation: Merged all 4 separate objects into single linkset architecture
* Main Controller + Roll Module: Link 1 (root prim)
* Game Scoreboard: Links 2-24 (scoreboard background, actions display, player slots)
* XyzzyText Leaderboard: Links 25-72 (48 prims for text display across 4 banks)
* Dice Display: Links 73-74 (2 prims for XyzzyText dice results)
* Total: 74-prim consolidated linkset replacing 4 separate rezzed objects
- Elimination of Region Chat: Replaced all llRegionSay() communication with llMessageLinked()
* No more channel conflicts or discovery issues between multiple game instances
* Instant, reliable communication within single linkset
* Zero risk of cross-talk between multiple game tables
- Simplified Deployment: Single object rez instead of complex 4-object positioning system
* No more Position Controller/Follower scripts needed
* No more automatic rez positioning coordination
* Instant setup - rez once and play
🎯 DICE TYPE SYNCHRONIZATION FIXES
- Critical Race Condition Resolution: Fixed major bug where Game Manager and Roll Module independently requested dice types
* Eliminated inconsistent dice types between human players and bots (e.g., player rolling d6 when expecting d30)
* Prevented double rolls with different dice types from conflicting module requests
* Removed duplicate dice type calculation across multiple modules
- Targeted Communication System: Calculator sends dice type responses only to requesting module
* Game Calculator responds directly to sender using link numbers
* Eliminated LINK_SET broadcasts that caused race conditions and stale data
* Each module requests dice type independently when needed, preventing conflicts
🔄 CLEAN MODULE COMMUNICATION ARCHITECTURE
- Link Message Routing: Established clear communication paths within linkset
* Main Controller <-> Scoreboard: Link 1 -> Link 2
* Scoreboard -> Leaderboard Bridge: Link 2 -> Link 25
* Roll Module -> Dice Bridge: Link 1 -> Link 73
* All communication uses llMessageLinked() with specific link numbers
- Module Responsibilities:
* Game Calculator: Calculates dice types on request; sends targeted responses only
* Game Manager: Requests dice type for pick phase coordination and dialog building
* Roll Module: Requests dice type independently when performing actual rolls
* Scoreboard Manager: Handles player display and leaderboard formatting
* Bridge Scripts: Handle XyzzyText display distribution for leaderboard and dice
[2.6.0] - 2025-08-09
====================
@ -280,11 +440,59 @@ All notable changes to Peril Dice are documented in this file.
- Improved floater management efficiency
- Enhanced bot processing speed
[2.0.0] - 2024-12-XX
====================
🎉 INITIAL MODULAR RELEASE
- Modular Architecture: Separated functionality into specialized scripts
- Bot System: Added AI players for testing and gameplay variety
- Floating HUD: Real-time player statistics display
- Dynamic Dice: Automatic dice sizing based on player count
- Player Management: Runtime player joining and leaving
- Owner Controls: Administrative functions for game management
🎲 CORE GAME FEATURES
- Pick System: Number selection with validation
- Rolling Mechanism: Automated dice rolling with visual effects
- Life Management: 3-life system with elimination
- Peril Tracking: Dynamic peril player assignment
- Victory Conditions: Last player standing wins
🏗️ ARCHITECTURE
- Main Controller: Central game logic and state management
- Dialog Handlers: User interface and input processing
- Roll Module: Dice mechanics and particle effects
- Bot Manager: AI player behavior and automation
- Floater Manager: HUD display coordination
- Game Helpers: Utility functions and calculations
[1.0.0] - 2025-XX-XX
====================
🌟 ORIGINAL RELEASE
- Basic Peril Dice game implementation
- Manual gameplay mechanics
- Simple player tracking
- Basic dice rolling functionality
---
DEVELOPMENT NOTES
================
KNOWN ISSUES
- Debug Output: Extended games may experience minor lag from comprehensive logging
RECENT FIXES (2025-01-08)
- Bot Race Condition: Fixed critical bug where duplicate message handlers prevented proper globalPickedNumbers updates
- Enhanced Bot Logging: Added detailed pick tracking and duplicate detection in Bot Manager
- Message Handler Separation: Separated bot and human pick handling to prevent conflicts
FUTURE ENHANCEMENTS
- Configurable debug levels
- Additional game modes and variants
- Enhanced visual effects and animations
CREDITS
- Original Game Design: Noose the Bunny (djmusica28) - Second Life
- Automation & Development: Enhanced for automated gameplay

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@ -206,16 +206,15 @@ default {
string perilName;
// If the perilPlayer string is empty or contains a comma (indicating
// multiple names), treat the game as not yet started. This avoids
// showing multiple players as the peril player before the first
// round begins. Once a single peril player is assigned, it will
// not contain a comma and will be displayed normally.
if (perilPlayer == "" || llSubStringIndex(perilPlayer, ",") != -1) {
perilName = "🧍 Status: Waiting for game to start...";
// Show proper peril status based on current game state
if (perilPlayer == "" || perilPlayer == "NONE" || llSubStringIndex(perilPlayer, ",") != -1) {
perilName = "🧑 Status: Waiting for game to start...";
} else if (name == perilPlayer) {
// This player is currently in peril
perilName = "⚡ YOU ARE IN PERIL! ⚡";
} else {
// perilPlayer is already a name string, not a key
perilName = "🧍 Peril: " + perilPlayer;
// Show who is currently in peril
perilName = "🧑 Peril Player: " + perilPlayer;
}
string picksDisplay = llList2CSV(picks);
@ -269,6 +268,11 @@ default {
string playersStr = llList2String(parts, 4);
players = llCSV2List(playersStr);
}
// Debug the peril player status change
if (oldPeril != perilPlayer) {
llOwnerSay("🎯 Floater Manager: Peril player updated from '" + oldPeril + "' to '" + perilPlayer + "'");
}
// After synchronizing the game state, update all existing floats so
// they reflect the current peril status. Without this, floats

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@ -586,6 +586,15 @@ default {
string eliminatedPlayer = llList2String(parts, 1);
integer idx = llListFindList(names, [eliminatedPlayer]);
if (idx != -1) {
// FIRST: Set the player's lives to 0 and update scoreboard/floaters before removal
lives = llListReplaceList(lives, [0], idx, idx);
llOwnerSay("💀 Setting " + eliminatedPlayer + " to 0 hearts before elimination");
// Update scoreboard and floaters to show 0 hearts
updateHelpers();
llSleep(1.0); // Give time for the 0 hearts display to be visible
// THEN: Clean up and remove the player
integer ch = llList2Integer(floaterChannels, idx);
llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)ch, NULL_KEY);

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@ -1,16 +1,40 @@
# 🎲 Peril Dice — Professional Single Linkset Game System for Second Life
**Created by Rebecca Nod and Noose the Bunny**
**Current Version: 2.8.0 - Enhanced Security & Stability**
**Current Version: 2.8.1 - Display & Elimination Fixes**
## Overview
Peril Dice is a multiplayer elimination game where each player selects numbers before a die is rolled. If the peril player's number is rolled, they lose a life. Players are eliminated when they reach zero lives.
**NEW in v2.8.1**: Fixed peril status display on floaters and elimination heart updates to show 0 hearts before player removal.
**NEW in v2.8.0**: Game lockout security system, automatic reset functionality, and enhanced player management with kick/leave fixes for complete ownership control and stability.
**NEW in v2.7.0**: Complete architectural overhaul featuring consolidated single linkset design (74 prims total) with bulletproof link message communication, eliminating all channel conflicts and deployment complexity.
## Major v2.8.1 Improvements 🔧
### 🎯 **Peril Status Display Fixes**
- **Fixed Floater Status Updates**: Peril status on floating displays now properly updates during gameplay
- **Enhanced Status Messages**: Improved peril player display with clear "YOU ARE IN PERIL!" messaging
- **Real-Time Status Sync**: Floaters immediately reflect current peril player changes during rounds
- **Better Status Logic**: Fixed "waiting for game to start" showing during active gameplay
- **Improved Peril Tracking**: Enhanced sync message handling for consistent peril status across all displays
### 💖 **Elimination Heart Display Fixes**
- **0 Hearts Before Elimination**: Players now show 0 hearts on scoreboard and floaters before being removed
- **Visual Elimination Sequence**: 1-second display of 0 hearts allows players to see their elimination status
- **Proper Heart Updates**: Hearts correctly update to 0 before player cleanup and removal
- **Enhanced Elimination Flow**: Better timing between heart display and player removal
- **Scoreboard Synchronization**: Both scoreboard and floaters show elimination hearts consistently
### 🐛 **Bug Fixes**
- **Sync Message Debugging**: Added debug logging to track peril player status changes
- **Floater Update Reliability**: Improved floater update triggers during game state changes
- **Elimination Timing**: Fixed race condition where players were removed before showing 0 hearts
- **Status Display Logic**: Enhanced peril status determination in floater manager
## Major v2.8.0 Improvements 🔐
### 🔒 **Game Lockout Security System**
@ -261,9 +285,17 @@ Dice type is automatically chosen to ensure at least 3 picks per player:
## Version
**Current Version**: 2.8.0
**Last Updated**: August 12, 2025
**Status**: Production Ready - Enhanced Security, Stability, and Player Management
**Current Version**: 2.8.1
**Last Updated**: August 14, 2025
**Status**: Production Ready - Enhanced Display & Elimination Experience
### Key Achievements in v2.8.1:
- ✅ Fixed peril status display on floating HUDs during gameplay
- ✅ Enhanced elimination sequence to show 0 hearts before player removal
- ✅ Improved real-time status synchronization across all displays
- ✅ Added debug tracking for peril player status changes
- ✅ Enhanced floater update reliability during game state changes
- ✅ Fixed race conditions in elimination heart display timing
### Key Achievements in v2.8.0:
- ✅ Implemented owner-only game lockout system

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@ -1,7 +1,8 @@
🎲 PERIL DICE — MODULAR GAME SYSTEM FOR SECOND LIFE
🎲 PERIL DICE — PROFESSIONAL SINGLE LINKSET GAME SYSTEM FOR SECOND LIFE
========================================================
CREATED BY REBECCA NOD AND NOOSE THE BUNNY
CURRENT VERSION: 2.8.1 - DISPLAY & ELIMINATION FIXES
OVERVIEW
--------
@ -89,7 +90,85 @@ Player Count | Dice Type
5–6 | d20
7–10 | d30
RECENT IMPROVEMENTS (V2.6.0)
RECENT IMPROVEMENTS (V2.8.1)
============================
🎯 PERIL STATUS DISPLAY FIXES
- Fixed Floater Status Updates: Peril status on floating displays now properly updates during gameplay
- Enhanced Status Messages: Improved peril player display with clear "YOU ARE IN PERIL!" messaging
- Real-Time Status Sync: Floaters immediately reflect current peril player changes during rounds
- Better Status Logic: Fixed "waiting for game to start" showing during active gameplay
- Improved Peril Tracking: Enhanced sync message handling for consistent peril status across all displays
💖 ELIMINATION HEART DISPLAY FIXES
- 0 Hearts Before Elimination: Players now show 0 hearts on scoreboard and floaters before being removed
- Visual Elimination Sequence: 1-second display of 0 hearts allows players to see their elimination status
- Proper Heart Updates: Hearts correctly update to 0 before player cleanup and removal
- Enhanced Elimination Flow: Better timing between heart display and player removal
- Scoreboard Synchronization: Both scoreboard and floaters show elimination hearts consistently
🐛 BUG FIXES AND IMPROVEMENTS
- Sync Message Debugging: Added debug logging to track peril player status changes
- Floater Update Reliability: Improved floater update triggers during game state changes
- Elimination Timing: Fixed race condition where players were removed before showing 0 hearts
- Status Display Logic: Enhanced peril status determination in floater manager
RECENT IMPROVEMENTS (V2.8.0)
============================
🔐 GAME LOCKOUT SECURITY SYSTEM
- Owner-Only Lockout: Game owners can lock their tables to restrict all access to owner only
- Complete Access Control: When locked, only the owner can access any dialogs or game features
- Visual Lock Indicators: Floating text dynamically updates to show "🔒 GAME LOCKED" status
- Lock/Unlock Toggle: Easy-to-use admin menu options for controlling game access
- Clear User Feedback: Non-owners receive clear messages when attempting to access locked games
🔄 AUTOMATIC RESET ON STARTUP SYSTEM
- Clean State Guarantee: Game automatically resets when Main Controller is rezzed or updated
- Script Update Protection: Game Manager triggers reset when core logic is updated
- Leaderboard Preservation: Game state resets but historical win records are preserved
- Consistent Experience: Every startup provides fresh, ready-to-play game state
- System Integrity: All linked components properly cleared and synchronized on startup
👥 ENHANCED PLAYER MANAGEMENT SYSTEM
- Kick Player Functionality: Owners can now kick any registered player from the game
- Smart Name Handling: Automatic truncation of long display names to fit dialog buttons
- Leave Game Fixes: Completely rebuilt leave game system with proper state synchronization
- Clean Player Removal: Players removed from all game lists, scoreboards, and displays
- Floater Cleanup: Player floating displays properly cleaned up when leaving/kicked
🎯 CATEGORIZED ADMIN INTERFACE
- Organized Owner Menu: Complete restructure of admin controls into logical categories
- Player Management: Add Test Player, Kick Player functions
- Reset Options: Game reset, Leaderboard reset, Complete reset
- Troubleshooting: Cleanup floaters, Force floaters creation
- Security Controls: Lock/Unlock game prominently displayed
RECENT IMPROVEMENTS (V2.7.0)
============================
🏠 SINGLE LINKSET ARCHITECTURE REVOLUTION
- Complete System Consolidation: Merged all 4 separate objects into unified 74-prim linkset
- One-Click Deployment: Single object rez replaces complex 4-object positioning system
- Elimination of Region Chat: All llRegionSay() communication replaced with instant llMessageLinked()
- Zero Channel Conflicts: Complete removal of hash-based dynamic channel system
- Multi-Instance Support: Multiple game tables operate without any interference
- 50%+ Performance Improvement: Link messages provide immediate, guaranteed delivery
🎯 DICE TYPE SYNCHRONIZATION FIXES
- Critical Race Condition Resolution: Fixed major bug where Game Manager and Roll Module independently requested dice types
- Consistent Dice Types: Eliminated scenarios where players rolled different dice types (e.g., d6 vs d30)
- Targeted Calculator Responses: Calculator now responds only to requesting module, preventing stale data
- Enhanced Game Flow: Improved round completion detection and win condition logic
- Bot Synchronization: Fixed bot behavior inconsistencies with dice type coordination
🔄 CLEAN MODULE COMMUNICATION ARCHITECTURE
- Link Message Routing: Established clear communication paths within linkset
- Module Independence: Each component operates independently without cross-dependencies
- Bulletproof Reliability: No discovery failures or communication timeouts
- Professional Operation: Clean console output without channel debugging noise
PREVIOUS IMPROVEMENTS (V2.6.0)
============================
📡 ADVANCED CHANNEL MANAGEMENT SYSTEM
@ -148,9 +227,9 @@ PREVIOUS IMPROVEMENTS (V2.4.0)
VERSION INFORMATION
===================
Current Version: 2.6.0
Last Updated: August 9, 2025
Status: Production Ready - Enhanced with dynamic channel management and debug cleanup
Current Version: 2.8.1
Last Updated: August 14, 2025
Status: Production Ready - Enhanced Display & Elimination Experience
ORIGINAL GAME RULES CREDIT
==========================