v1.0.0 — Lite rules conversion

The first stable release adds an opt-in rules layer based on abridged fourth-generation rules, August 2004, Rev. 07/12/04, without replacing the existing adventure challenge, reporting, resilience or progression APIs.

  • Character budgets, disadvantages, languages, TL, wealth, derived statistics, owned skills, trait catalogues and earned-point development.
  • Reactions, Influence, senses, comprehension, Fright, self-control, Luck, obligations, phobic exposure and time/world Jumper hooks.
  • Armor, shields, melee/ranged weapon modes, ammunition, reloads, encumbrance, damage tables and wound modifiers.
  • One-second initiative and all Lite maneuvers; attack, aim, active defenses, posture, visibility, shield bonuses, off-hand use and combat fatigue.
  • Climbing, hiking, jumping, lifting, running, swimming, throwing and falls.
  • Injury, major/mortal wounds, death checks, first aid, rest, negative fatigue, hunger, thirst, missed sleep, disease, poison, temperature, fire and suffocation.
  • Native arithmetic, gameplay, undo, rollback and cross-process save tests, plus a small playable training-yard integration.
  • Stable semantic versions and stable GitHub publication, retaining validated source-tree promotion and checksummed source/offline documentation assets.

See the Lite guide for units, integration contracts and the distinction between mechanical support and GM-authored narrative decisions. This is not the full rules reference: omitted range rows, rapid-fire hit rules, magic and other supplements are not invented. Existing games can keep their simplified rules unchanged. Lite uses its own injury/fatigue state and must not be charged through the legacy pools as well.

Dependency pins remain vhyl v0.2.1 and Zebulon v0.1.2. Release assets contain source and searchable offline HTML, not a standalone engine binary. Logical saves remain tied to their compiled game identity.