The graph-mode map renderer iterated 0..maxX, emitting a blank slot for
columns whose only inhabitant was a hidden secret node. In Matrix code
blocks the dark background painted that gap as a phantom cell with no
status mark — read in playtest as "a box missing a dot." Collapse
columns with no visible nodes before laying out rows; secret columns
reappear once the player visits them.
- Harvest tables (expedition + standalone) now keyed by node_id; legacy
room-idx entries auto-migrate via read-fallback + drop-on-save.
- Narration salts swapped from run.CurrentRoom to narrationCadence(run)
(= len(visited_nodes)-1) so flavor pickers survive G9 column drop.
- !zone map renders the graph (BFS by PosX/PosY) when the gate is on:
✓/▶/· status, ╳ for locked-only edges, secrets hidden until visited.
- Region-boundary hook in graph advance/!zone go updates expedition
CurrentRegion + visited list when from/to nodes differ — without
burning supplies or retiring runs (the graph IS the run state).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>