Implement Golemancy System and update documentation
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Golemancy System: - Add golem data definitions with 9 golem types (Earth, Steel, Crystal, Sand, Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone) - Add golemancy state to GameState for tracking enabled/summoned golems - Add golemancy actions: toggleGolem, setEnabledGolems - Add golemancy skills: Golem Mastery, Efficiency, Longevity, Siphon, Advanced Golemancy, Resonance - Create GolemancyTab UI component for selecting and managing golems - Golem slots unlock every 2 Fabricator levels (Level 2=1, Level 10=5) Documentation Updates: - Add detailed enchanting and golemancy documentation - Remove all familiar system references - Add Banned Content section (lifesteal, healing, life/blood/wood/mental/force mana, familiar system) README.md now reflects current game systems accurately.
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README.md
72
README.md
@@ -76,7 +76,7 @@ Exotic (3)
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---
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### Skill Progression with Tier Evolution
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- 20+ skills across multiple categories (mana, combat, enchanting, familiar)
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- 20+ skills across multiple categories (mana, study, enchanting, golemancy)
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- 5-tier evolution system for each skill
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- Milestone upgrades at levels 5 and 10 for each tier
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- Unique special effects unlocked through skill upgrades
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@@ -85,19 +85,24 @@ Exotic (3)
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- 3-stage enchantment process (Design → Prepare → Apply)
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- Equipment capacity system limiting total enchantment power
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- Enchantment effects including stat bonuses, multipliers, and spell grants
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- Disenchanting to recover mana from unwanted enchantments
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- Disenchanting to recover mana from unwanted enchantments (only in Prepare stage)
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- Cannot re-enchant already enchanted gear
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### Golemancy System
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- Summon magical constructs to fight alongside you
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- Golem slots unlock every 2 Fabricator levels (Level 2=1, Level 10=5)
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- Base golems: Earth, Steel (metal), Crystal, Sand
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- Advanced hybrid golems at Enchanter 5 + Fabricator 5: Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone
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- Golems cost mana to summon and maintain
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- Golemancy skills improve damage, speed, duration, and maintenance costs
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### Combat System
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- Cast speed-based spell casting
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- Multi-spell support from equipped weapons
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- Golem allies deal automatic damage each tick
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- Elemental damage bonuses and effectiveness
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- Floor guardians with unique boons and pacts
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### Familiar System
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- Collect and train magical companions
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- Familiars provide passive bonuses and active abilities
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- Growth and evolution mechanics
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### Floor Navigation & Guardian Battles
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- Procedurally generated spire floors
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- Elemental floor themes affecting combat
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@@ -189,10 +194,11 @@ src/
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│ └── game/ # Game-specific components
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│ ├── tabs/ # Tab-based UI components
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│ │ ├── CraftingTab.tsx
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│ │ ├── GolemancyTab.tsx
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│ │ ├── LabTab.tsx
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│ │ ├── SpellsTab.tsx
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│ │ ├── SpireTab.tsx
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│ │ └── FamiliarTab.tsx
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│ │ └── ...
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│ ├── ManaDisplay.tsx
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│ ├── TimeDisplay.tsx
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│ ├── ActionButtons.tsx
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@@ -206,7 +212,6 @@ src/
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│ ├── constants.ts # Game data definitions
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│ ├── computed-stats.ts # Stat calculation functions
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│ ├── crafting-slice.ts # Equipment/enchantment actions
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│ ├── familiar-slice.ts # Familiar system actions
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│ ├── navigation-slice.ts # Floor navigation actions
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│ ├── study-slice.ts # Study system actions
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│ ├── types.ts # TypeScript interfaces
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@@ -215,7 +220,7 @@ src/
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│ └── data/
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│ ├── equipment.ts # Equipment definitions
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│ ├── enchantment-effects.ts # Enchantment catalog
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│ ├── familiars.ts # Familiar definitions
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│ ├── golems.ts # Golem definitions
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│ ├── crafting-recipes.ts # Crafting recipes
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│ ├── achievements.ts # Achievement definitions
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│ └── loot-drops.ts # Loot drop tables
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@@ -251,20 +256,37 @@ Combat uses a cast-speed system where each spell has a unique cast rate. Damage
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- `constants.ts` - Spell definitions (`SPELLS_DEF`)
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- `effects.ts` - Damage calculations
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### Crafting System
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### Enchanting System
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A 3-stage enchantment system for equipment. Design effects, prepare equipment, and apply enchantments within capacity limits.
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**Key Rules:**
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- Design: Choose effects for your equipment type
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- Prepare: Prepare equipment for enchanting (ONLY way to disenchant existing enchantments)
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- Apply: Apply designed enchantments (cannot re-enchant already enchanted gear)
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**Key Files:**
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- `crafting-slice.ts` - Crafting actions
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- `data/equipment.ts` - Equipment types
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- `data/enchantment-effects.ts` - Available effects
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### Familiar System
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Magical companions that provide bonuses and can be trained and evolved.
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### Golemancy System
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Summon magical constructs to fight alongside you. Requires Fabricator attunement.
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**Golem Slots:**
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- Fabricator Level 2: 1 slot
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- Fabricator Level 4: 2 slots
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- Fabricator Level 6: 3 slots
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- Fabricator Level 8: 4 slots
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- Fabricator Level 10: 5 slots
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**Golem Types:**
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- Base: Earth (available at Fabricator 2)
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- Element Unlocks: Steel (metal), Crystal, Sand
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- Hybrids (Enchanter 5 + Fabricator 5): Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone
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**Key Files:**
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- `familiar-slice.ts` - Familiar actions
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- `data/familiars.ts` - Familiar definitions
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- `data/golems.ts` - Golem definitions and unlock conditions
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- `store.ts` - Golemancy actions and state
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### Prestige System
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Reset progress for Insight, which provides permanent bonuses. Signed pacts persist through prestige.
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@@ -300,6 +322,26 @@ For detailed patterns on adding new effects, skills, spells, or systems, see [AG
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---
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## Banned Content
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The following content has been removed from the game and should not be re-added:
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### Banned Mechanics
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- **Lifesteal** - Player cannot heal from dealing damage
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- **Healing** - Player cannot heal themselves (floors take damage, not player)
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### Banned Mana Types
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- **Life** - Removed (healing theme conflicts with core design)
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- **Blood** - Removed (life derivative)
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- **Wood** - Removed (life derivative)
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- **Mental** - Removed
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- **Force** - Removed
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### Banned Systems
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- **Familiar System** - Removed in favor of Golemancy and Pact systems
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---
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## License
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This project is licensed under the MIT License.
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