docs: reconcile spec inconsistencies across all documentation
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
- Fix incursion start day: 5→20 in GAME_BRIEFING.md (matches code constant) - Fix fabricator discipline count: 2→5 in AGENTS.md - Fix discipline counts: elemental.ts 22→21, advanced-regen.ts 14→15 - Fix equipment count: 50→43, remove shields, fix catalysts count - Fix prestige upgrade count: add missing manaWell, manaFlow, pactBinding, pactInterferenceMitigation - Remove x3 victory multiplier (no victory condition defined yet) - Update pact persistence: pacts do NOT persist through prestige - Update elemental matchup tables to match ultimate truth - Update room type frequencies to match spire-climbing-spec - Update guardian data tables to use formulas - Update Tier 3 guardian elements to match guardian-data.ts code - Add pactBinding + pactInterferenceMitigation to PRESTIGE_DEF constants - Wire pactInterferenceMitigation into useGameDerived.ts - Update spire-combat-spec.md Known Gaps table (DoT implemented, melee bypass bug) - Update invoker-spec.md known issues (all resolved) - Update golemancy-spec.md status (undergoing redesign) - Update PrestigeTab test to expect 15 upgrades - Create Gitea issues #285 (melee defense bypass), #286 (DoT verified), #287 (mana conversion gap)
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@@ -63,16 +63,16 @@ Use for 3+ sequential independent calls. Zero context from parent — paste ever
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### Adding Disciplines
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1. Choose the correct data file under `data/disciplines/`:
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- `base.ts` — Raw Mana Mastery (available to all)
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- `elemental.ts` — Elemental Attunement (7 base+ elements)
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- `elemental-regen.ts` — Elemental Regen (7 base + transference)
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- `elemental-regen-advanced.ts` — Advanced Regen (3 composite + 3 exotic)
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- `base.ts` — Raw Mana Mastery (3 disciplines)
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- `elemental.ts` — Elemental Attunement (21 disciplines — all 22 mana types)
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- `elemental-regen.ts` — Elemental Regen (8 disciplines — 7 base + transference)
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- `elemental-regen-advanced.ts` — Advanced Regen (15 disciplines — 8 composite + 6 exotic + transference composite)
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- `enchanter.ts` — Core Enchanter disciplines (4 disciplines)
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- `enchanter-utility.ts` — Utility enchantment disciplines (2 disciplines)
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- `enchanter-spells.ts` — Spell enchantment disciplines (3 disciplines)
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- `enchanter-special.ts` — Special enchantment disciplines (1 discipline)
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- `invoker.ts` — Invoker combat disciplines (2 disciplines)
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- `fabricator.ts` — Fabricator crafting/golem disciplines (2 disciplines)
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- `fabricator.ts` — Fabricator crafting/golem disciplines (5 disciplines)
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2. Define a `DisciplineDefinition` (see `types/disciplines.ts`):
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- `statBonus.stat` must match a key consumed by `computeDisciplineEffects()`
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- Set `difficultyFactor` and `scalingFactor` to control growth rate
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@@ -114,7 +114,7 @@ ManaDrainPerTick = drainBase × (1 + (XP / difficultyFactor)^0.4)
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- Stacking cost: each additional stack costs 20% more
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### Golemancy
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- 12 golems total: 1 base (Earth) + 3 elemental (Steel, Crystal, Sand) + 6 hybrid (Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone) + 2 advanced
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- 10 golems total: 1 base (Earth) + 3 elemental (Steel, Crystal, Sand) + 6 hybrid (Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone). Golemancy system is undergoing redesign — see issue #268 for the new component-based construction system (Core + Frame + Mind Circuit + Enchantments)
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- Golems slots: `floor(fabricatorLevel / 2)`, max 5 at level 10
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- Hybrid golems require Enchanter 5 + Fabricator 5
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@@ -133,6 +133,7 @@ ManaDrainPerTick = drainBase × (1 + (XP / difficultyFactor)^0.4)
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- Element opposites (bidirectional): fire↔water, air↔earth, light↔dark, frost↔fire
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- Element counters (directional): lightning→water (lightning counters water), earth→lightning (earth counters lightning)
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- Composite element counters: blackflame counters frost/water/light (and they counter blackflame); radiantflames counters frost/water/dark (and they counter radiantflames)
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- Miasma counters air (and air counters miasma); Shadow glass counters light (and light counters shadow glass)
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- All mana types double as spell elements
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- Enemy modifiers (max 2 per enemy): Armored, Agile, Mage, Shield, Swarm
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- Room types: Combat (default), Guardian (every 10th), Swarm (15%), Speed (10%), Puzzle (20% on every 7th floor)
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@@ -145,9 +146,9 @@ ManaDrainPerTick = drainBase × (1 + (XP / difficultyFactor)^0.4)
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### Prestige (Insight)
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- `baseInsight = floor(maxFloorReached × 15 + totalManaGathered / 500 + signedPacts.length × 150)`
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- Multiplied by discipline and boon bonuses. ×3 for victory (floor 100 + pact signed)
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- 14 prestige upgrade types: manaWell, manaFlow, insightAmp, spireKey, temporalEcho, steadyHand, ancientKnowledge, elementalAttune, spellMemory, guardianPact, quickStart, elemStart, unlockedManaTypeCapacity
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- Signed pacts persist through prestige (bounded by `pactSlots`)
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- Multiplied by discipline and boon bonuses. No victory ×3 multiplier (victory condition not yet defined)
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- 14 prestige upgrade types: manaWell, manaFlow, insightAmp, spireKey, temporalEcho, steadyHand, ancientKnowledge, elementalAttune, spellMemory, guardianPact, quickStart, elemStart, unlockedManaTypeCapacity, pactBinding
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- Signed pacts do NOT persist through prestige (reset each loop)
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### Starting State
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- Attunement: Enchanter only (level 1)
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