- Added enemy naming system with getEnemyName() function
- Updated EnemyState type to include name field
- Updated generateSwarmEnemies() and generateFloorState() to assign enemy names
- Fixed SpireTab.tsx (both versions) to display:
- Floor type (Combat/Swarm/Speed/Guardian/Puzzle) with icons
- Named enemies based on element and floor tier
- Special floor properties (armor %, dodge chance)
- Multiple enemies for swarm floors with individual HP bars
- Added ROOM_TYPE_LABELS to constants for display
- Verified floor type generation logic works correctly
- Build succeeds with npm run build
- Added getTotalAttunementConversionDrain function to calculate total conversion drain
- Updated computeRegen to include attunement regen bonus
- Added computeEffectiveRegenForDisplay function for UI display
- Added conversionDrains to GameState to track per-attunement drain
- Updated tick function to track and persist conversion drains
- Build passes successfully
- Add 'tags' field to EquipmentInstance type
- Modify Prepare step to show warning and different button text when item has enchantments
- Consolidate disenchanting into Prepare step (remove separate disenchant UI)
- After successful preparation, item receives 'Ready for Enchantment' tag
- Modify Apply step to only allow applying enchantments to items tagged 'Ready for Enchantment'
- Update subtask_6_progress.md and todo.md to mark Sub-Task 6 as completed
- Bug 1: Floor health display now reactive (uses Zustand store properly)
- Bug 2: Climb Down button now climbs floor-by-floor, exit only at floor 1
- Bug 3: Redesigned SpireTab as Spire Stats view, moved Enter Spire Mode button to SpireTab, moved activity log to SpireModeUI
Changes:
- Added climbDownFloor() action to store.ts
- Modified exitSpireMode() to only work at floor 1
- Updated SpireTab.tsx: removed Current Floor stat, added Enter Spire Mode button
- Updated page.tsx: Climb Down climbs one floor, added Exit Spire button at floor 1, moved activity log to SpireModeUI
The fix was already implemented in the repository - the getOwnedEquipmentTypes() function in EnchantmentDesigner.tsx now correctly checks store.equipmentInstances (actual owned items) instead of store.lootInventory.blueprints.
Acceptance Criteria Met:
1. In CraftingTab Design phase, only enchantments compatible with items the player currently owns are shown
2. Compatibility is determined by enchantment type (e.g., weapon enchantments only show if player owns weapons)
3. No performance issues when filtering enchantments (uses Set for O(1) lookups)
Sub-Task 6 (Bug 8) can now proceed as it depends on this.
- Rewrite skill definitions with 5-tier Continuous Talent Tree
- Add perk choices at Level 5 and Level 10 for each tier
- Add Elite Perks at T3 L10 and T5 L10
- Remove scrollCrafting (violates NO INSTANT FINISHING pillar)
- Set max:1 for skills that don't need evolution paths
- All 512 tests passing
- Created GAME_BRIEFING.md with full documentation of all game systems
- Fixed getFloorElement to use cycle length instead of hardcoded 8
- Fixed deprecated tests referencing removed elements (life, blood, wood)
- Fixed deprecated tests referencing removed skills (deepReservoir, etc.)
- Fixed guardian tests to not expect floor 70
- Fixed computeRegen tests to account for attunement regen correctly
- All 512 tests now pass
The game briefing document includes:
- Core game loop and progression
- Mana system with all 14 mana types
- Time and incursion mechanics
- Spire and floor system with room types
- Combat system with elemental effectiveness
- Guardian and pact system
- Attunement system (Enchanter, Invoker, Fabricator)
- Skill evolution with 5 tiers and milestone upgrades
- Equipment and enchantment system
- Golemancy system
- Prestige/loop mechanics
- Complete formulas and system interactions
- Added upgrade trees for ALL skills with max > 1
- Added 40+ new special effects for upgrades
- Created 38 new comprehensive tests for skill system
- Updated docs/skills.md with full documentation
- All new tests pass, lint clean