[Bug] Fable 5 safeguard false-positive on benign multiplayer/netcode game development
Summary
Fable 5 silently switches to Opus 4.8 during ordinary game-dev work on a LAN/online multiplayer feature. The content is benign game networking.
Context / repro
Working on netcode for an indie mech game (deterministic lockstep, EOS P2P, a LAN self-test doc). Session context accumulates standard networking terms — firewall inbound allow-rule, UDP port, NAT traversal, P2P relay — next to ordinary game vocabulary (attack, defeat, disconnect). The combination appears to trip the classifier.
Reliability
Reproducible. Fires on session start / handoff, and when switching the model to Fable in these sessions. Multiple fresh sessions reproduced it. Cleaning trigger-dense local docs/memory reduced but did not eliminate it.
Impact
Fable 5 becomes unusable for a legitimate, common task (multiplayer game networking / dev-ops firewall + port setup).
Environment
Claude Code on Windows 10, VS Code integrated terminal, default model Fable 5.
Ask
Refine the classifier to reduce false positives for legitimate game netcode / local dev-ops (firewall & port configuration) contexts.
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