The shields glint instead of burning

A chimney of rising embers on a trophy read as a fire. Three points ON the
shield now, dark for most of a long cycle and flaring for a fraction of it,
with delays and durations that share no common multiple — so a glint lands
somewhere on the row every couple of seconds and never in the same rhythm.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-31 15:56:08 +02:00
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@@ -684,8 +684,11 @@ better" reads naturally. Playing more costs you the tie-break at worst, never th
level that WON the cup, not the one you walk on with. Mirrored server-side like `cups`.
- A promotion posts itself (`main.postCup`): no name prompt in the way, no personal-best gate.
- The same number is the INSCRIPTION under each earned shield on the card (`AT 14`) — where a
figure set once in a career belongs. Earned shields smoulder now: five CSS embers each, random
lane and delay, no game loop involved.
figure set once in a career belongs. An earned shield CATCHES THE LIGHT: three points on it, dark
for most of a long cycle and flaring for a fraction of it, on delays and durations that share no
common multiple. It was a chimney of rising embers first — Oliver: "nicht brennen sondern manchmal
random schimmern", and he was right, a trophy does not burn. Pure CSS either way: the menus park
the game loop and this has no business waking it.
The card also stopped repeating the ledger (it carries the CAREER: league, cups won, best cup) and
its crest moved beside the league line instead of pushing it down.