fix: update AGENTS.md and specs for incursion day, elemental matchups, golem count, and descent mechanics
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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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- 10 golems total: 1 base (Earth) + 3 elemental (Steel, Crystal, Sand) + 6 hybrid (Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone)
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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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- 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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@@ -130,14 +130,17 @@ ManaDrainPerTick = drainBase × (1 + (XP / difficultyFactor)^0.4)
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### Combat
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- Cast-speed based: `castProgress += HOURS_PER_TICK × spellCastSpeed × attackSpeedMult`
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- Elemental bonuses: super effective (1.5×), same element (1.25×), weak (0.75×), neutral (1.0×)
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- Element opposites: fire↔water, air↔earth, light↔dark, lightning→earth
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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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- 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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- Floor HP: `100 + floor × 50 + floor^1.7` for non-guardian floors
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### Time & Incursion
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- `TICK_MS`: 200ms, `HOURS_PER_TICK`: 0.04, `MAX_DAY`: 30
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- Incursion starts day 5 (not day 20)
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- Incursion starts day 20
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- Incursion strength: `min(0.95, (totalHours / maxHours) × 0.95)`
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### Prestige (Insight)
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