Two root causes fixed:
1. gameStore.ts: computeRegen now receives actual attunements instead of empty {}, so rawGrossRegen includes attunement contributions (was ~2/hr, now correct 3000+/hr)
2. gameStore.ts buildConversionParams: use rawManaRegen with level scaling (1.5^(level-1)) instead of conversionRate for per-element grossRegen
3. LeftPanel.tsx: same grossRegen fix + include attunement regen in rawGrossRegen display
4. ElementStatsSection.tsx: same grossRegen fix
5. useGameDerived.ts: pass actual attunements to computeRegen for baseRegen calculation
Added regression test: conversion-pause-bug-regression.test.ts (7 tests)
- processTick() now calls calculateManaDrain() for non-conversion disciplines
- Insufficient mana triggers auto-paused state (skips XP accrual)
- Conversion disciplines (sourceManaTypes) correctly skip pool drain
- Auto-paused disciplines can be re-activated when mana is restored
- Updated 7 tests across 3 files to reflect drain model
- Use formatHour() instead of raw {hour} to display time in HH:MM format
(e.g. '15:00' instead of '14.999999999999998')
- Export formatHour from stores barrel index
- Fixes#336
- Add missing elements to mana store migration: when loading an old save
that doesn't have all elements from ELEMENTS (e.g. saves from before
composite/exotic elements were added), the migration now creates the
missing elements with proper default state
- Harden unlockElement action to handle the case where an element doesn't
exist in the store (creates a valid element state instead of corrupting
with { unlocked: true } missing current/max/baseMax)
- Add regression tests (14 tests) for Earth element unlock and migration
scenarios including old saves with missing elements
Fixes#338, #339
- Add activeCraftingSubTab state + setActiveCraftingSubTab action to
craftingStore (persisted to localStorage via zustand persist middleware)
- Add CraftingAttunement type to craftingStore.types and re-export from
stores/index.ts barrel
- Update CraftingTab.tsx to read/write active sub-tab from store instead
of local useState, so selection survives component remount
- Add default 'fabricator' value in craft-initial-state.ts
- Add getTwoHandedBlocker() helper to EquipmentSlotGrid that detects when
mainHand has a two-handed weapon and returns the weapon name
- Render offHand slot with Lock icon + 'Blocked: <weapon name>' label +
reduced opacity when blocked, distinct from normal 'Empty' dashed-border slot
- Add regression test verifying all 4 two-handed types are correctly flagged
and non-two-handed types remain unblocked (11 tests)
DISC-2: Removed old pool-drain model from discipline-slice.ts processTick()
- Disciplines no longer drain rawMana or element pools
- canProceedDiscipline() no longer checks mana sufficiency
- Removed auto-pause on insufficient mana from processTick()
- Removed drain display and auto-paused message from DisciplineCard.tsx
- Removed auto-paused log from gameStore.ts tick()
DISC-4: Audited crafting pipeline — no composite crafting logic remains
- craftComposite already removed from manaStore.ts (comment only)
- No other composite crafting references found
DISC-5: Added collapsible formula reference to Conversion Stats section
- Shows unified formula, multipliers, cost formulas, and constraints
DISC-6: Added per-element net regen summary line
- Shows 'Net Fire Regen: +0.50/hr − 0.15/hr = +0.35/hr' per element
DISC-7: Created dedicated 'Conversion Stats' section in Stats tab
- Renamed from 'Conversion Breakdown' to dedicated section header
DISC-8: Added detailed per-element regen breakdown to ManaDisplay
- Each element card now expandable to show produced rate and downstream drains
- New ElementRegenBreakdown type and elementRegenBreakdown prop
Tests: Updated 4 test files to reflect new no-drain behavior
- All 1090 tests pass
- D2: Move spell_iceShard to basic-spells.ts at cost 75 (canonical), remove duplicate from frost-spells.ts
- D7: disenchantEquipment now adds 'Ready for Enchantment' tag and resets rarity to 'common'
- D8: disenchantEquipment now credits recovered mana to raw mana pool
- D14: Wire enchantPower stat from discipline effects into efficiencyBonus via new getEnchantingEfficiencyBonus() helper
- D3: Fix spec file reference from crafting-attunements.ts to data/attunements.ts
- D1/D6: Add missing metalSpellFocus to spec capacity table
- D-SLOT-01: Verified slot cap of 7 matches spec §2.2 (no change needed)
- D-COMB-03: Implement AoE damage distribution for Sand/Shadowglass frames
- D-COMB-01: Reconcile armor pierce formula to spire-combat spec §9.4 (dmg × (1 + armorPierce))
- D-CIRC-01: Fix Simple Logic Circuit summon cost from raw to earth mana
- D-ENCHANT-03: Add dual_attunement unlockRequirement to all golem enchantments
- D-CORE-01/02: Add Guardian Core runtime override mechanism for guardian-specific mana
Also increased test timeouts for module import tests that timeout in full suite runs.
- Fix conversion rate level scaling from linear (1+level*0.5) to exponential (1.5^(level-1)) in conversion-rates.ts
- Fix getAttunementLevelMultiplier formula to match spec §4.3
- Add level-up logging in attunementStore.ts via combat store addActivityLog
- Clarify getAttunementConversionRate returns flat base rate (level scaling applied separately)
- Update spec §8 to describe time-based puzzle room system matching code implementation
- Add 17 regression tests verifying exponential scaling, base rate behavior, and spec table values
D-01: Implement per-weapon cast progress (weaponCastProgress record)
D-04: Bypass Executioner/Berserker discipline specials for golem attacks
D-09: Fix lightning counter direction (lightning→water, not lightning→earth)
D-10: Add full composite element counters (blackflame/radiantflames ↔ frost/water/light/dark)
D-15: Fix Executioner to check per-enemy HP < 25% instead of floorHP ratio
D-20: Fix dodge formula to match spec (min(0.55, floor × 0.003), starts at 0)
D-22: Fix shield modifier to use flat HP pool instead of percentage barrier
D-23: Wire up applyMageBarrierRecharge in the damage pipeline
D-25: Move guardian regen from per-damage-event to once-per-tick
D-26: Add guardian armor reduction to the guardian defensive pipeline
D-31: Fix armor_corrode to be temporary (restore armor on effect expiry)
D-38: Implement AoE damage distribution across enemies
All 1069 tests pass. No files exceed 400 lines.
- Remove Spells tab trigger from TabTriggers in page.tsx
- Remove TabsContent value='spells' block in page.tsx
- Remove lazy import of SpellsTab in page.tsx
- Change default activeTab from 'spells' to 'disciplines'
- Remove SpellsTab re-export from tabs/index.ts
- Remove SpellsTab re-export from game/index.ts
- Delete src/components/game/tabs/SpellsTab.tsx
Spell data (SPELLS_DEF, spells store state) preserved - spells still exist as enchantments.
Fixes#297: Library room XP now uses 25× rate without undocumented floor multiplier
Fixes#305: Prep time mana-per-tick now applies Math.floor(capacity/50) per spec
Fixes#304: Dual design slot correctly returns false when first slot is empty
Fixes#299: Seed calculation now includes runId component per spec (seed = floor × 12345 + runId)
Fixes#298: Treasure loot now uses seeded random instead of Math.random()
Changes:
- Added runId field to CombatState type
- Generated random runId on spire entry in createEnterSpireMode
- Updated getRoomsForFloor, generateSpireRoomType, generateSpireFloorState, generateTreasureLoot to accept and use runId
- Updated all call sites in combat-descent-actions.ts and combatStore.ts
- Treasure loot item count now uses seeded RNG instead of Math.random()
- Fix multi-element guardians (floors 130,140,150,170,190,200,210,230,240) to have exactly 2 boons per spec instead of 3-4
- Fix signedPactDetails never being populated: pipeline processPactRitual now includes signedPactDetails in writes with floor, guardianId, signedAt time, and skillLevels
- Fix completePactRitual in prestigeStore to also populate signedPactDetails
- Update gameStore.ts call site to pass signedPactDetails and current day/hour to processPactRitual
Fixes#309, fixes#308
Bug #293: elementDrain was computed but never subtracted from element pools.
The tick pipeline now applies net regen (produced - drained) instead of
gross production to element pools, matching the spec §8 regen deduction model.
- Fix summonGolemsForRoom to use golemLoadout instead of removed enabledGolems
- Fix discBonus hardcoded to 0 in golem-combat.ts pipeline (now computed from discipline effects)
- Remove deprecated types: SummonedGolem, ActiveGolem, GolemDef
- Remove legacy GolemancyState fields: enabledGolems, summonedGolems, legacyActiveGolems
- Remove orphaned store actions: toggleGolem, setEnabledGolems
- Delete orphaned legacy data files: base-golems.ts, elemental-golems.ts, hybrid-golems.ts
- Update GolemDebugSection to use new golemLoadout system
- Update golemancy-spec.md §17 to reflect all features as complete
- Update all test files to match new type shapes
- All 958 tests passing