Major gameplay improvements - barriers, HP regen, descent mechanic
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- Fix transference mana display (show unlocked elements even with 0 mana)
- Remove blocking/dodging mechanics (player has no health):
  - Replace Seer's foresight with criticalMastery
  - Replace Warden's defensive skills with mana efficiency skills
  - Replace Strider's evasive with fluidMotion
- Add guardian barriers (50% of HP, doesn't regenerate)
- Add floor HP regeneration (scales with floor level, 0 for guardians)
- Implement climb-down mechanic:
  - Cannot switch away from climb while above floor 1
  - Must fight through each floor to exit
  - Exit Spire button triggers descent
- Update UI to show barrier bar and descent status
This commit is contained in:
Z User
2026-03-28 09:01:00 +00:00
parent a64a412f2c
commit 416b2fcde6
7 changed files with 270 additions and 44 deletions

View File

@@ -610,3 +610,57 @@ Stage Summary:
- Transference mana type verified and working
- Crafting slice TODOs resolved with proper skill integration
- All lint checks pass
---
Task ID: 20
Agent: Main
Task: Major gameplay improvements - barriers, HP regen, descent mechanic, skill cleanup
Work Log:
- **Fixed transference mana display**:
- Updated ManaDisplay to show unlocked elements even with 0 mana
- Previously filtered to elements with current >= 1
- **Removed blocking/dodging mechanics** (player has no health):
- Replaced Seer's `foresight` (dodge) with `criticalMastery` (crit damage)
- Replaced Warden's defensive skills with mana efficiency skills
- Replaced Strider's `evasive` (dodge) with `fluidMotion` (combo duration)
- Warden now focuses on mana efficiency and resource management
- **Added guardian barriers**:
- Added `barrier` property to GuardianDef in types.ts
- Added barriers to all 10 guardians (50% of HP)
- Barriers are extra HP that must be depleted before main HP
- Barriers do NOT regenerate (one-time shield)
- UI shows gray barrier bar above main HP when active
- **Added floor HP regeneration**:
- Created `getFloorHPRegen()` function - scales with floor level
- Non-guardian floors regen 1% + 0.2% per floor HP per hour
- Guardian floors have 0 regen
- Regen only happens during combat (climbing action)
- **Implemented climb-down mechanic**:
- Added `climbDirection` ('up' | 'down') and `isDescending` to GameState
- Added `floorBarrier` and `floorMaxBarrier` to GameState
- Created `exitSpire()` function that triggers descent
- When descending, player must fight through each floor to floor 1
- Cannot switch away from climb while above floor 1 - must descend first
- On guardian defeat during descent, no pact is signed
- Updated UI with descent indicator and exit spire button
- **Updated SpireTab UI**:
- Shows barrier bar for guardian floors
- HP bar grays out when barrier is active
- Added "Exit Spire" button during climb
- Shows descent status indicator
- **Updated store persistence**:
- Added new fields to partialize function for save/load
Stage Summary:
- Guardian barriers add strategic depth - must break shield before damaging
- Floor HP regen makes higher floors harder without burst DPS
- Descent mechanic ensures player must survive entire climb in one go
- Blocking/dodging skills replaced with meaningful alternatives
- All lint checks pass