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.
This commit is contained in:
Z User
2026-04-01 13:39:35 +00:00
parent 94cc9a179a
commit d91460a4e6
9 changed files with 950 additions and 16 deletions

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