Commit Graph

206 Commits

Author SHA1 Message Date
n8n-gitea e30962f82f fix: add Critical Chance display to Stats tab Combat Stats section
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m2s
2026-06-10 12:55:26 +02:00
n8n-gitea 62979ea4c7 fix: #346 #345 spell casting guards and equipment spell wiring
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m4s
Issue #346: Added floorHP > 0 guard to primary and equipment spell casting
while loops in combat-actions.ts. Previously spells continued casting and
draining mana after all enemies were dead.

Issue #345 Bug A: Populated equipmentSpellStates from equipped gear in
gameStore.ts combat tick setup using getActiveEquipmentSpells(). Previously
equipment spell enchantments (e.g., spell_manaBolt on casters) never fired
during combat because equipmentSpellStates was always empty.

Issue #345 Bug B: Added deductWeaponEnchantCosts() helper in combat-damage.ts
and wired it into the melee loop in combat-actions.ts. Weapon enchant spells
(fireBlade, frostBlade, lightningBlade, voidBlade) now properly deduct mana
per melee hit instead of providing free elemental bonus damage.

All 1141 tests pass (65 test files), no regressions. Added 5 new regression tests.

Files changed:
- combat-actions.ts: +floorHP>0 guards, weapon enchant cost deduction
- combat-damage.ts: +deductWeaponEnchantCosts() helper
- gameStore.ts: +equipment spell state population from equipped gear
- spell-cast-floorhp-guard.test.ts: new regression test file
2026-06-10 12:48:18 +02:00
n8n-gitea 48eee17d43 fix: deactivate all disciplines when entering/exiting the Spire
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- Add deactivateAll() action to discipline-slice.ts
- Call deactivateAll() in createEnterSpireMode() (combat-descent-actions.ts)
- Add spireMode guard in gameStore.ts tick() to skip discipline processTick
- Call deactivateAll() in exitSpireMode() (combatStore.ts) as safety measure
- Extract buildConversionParams to utils/conversion-params.ts to keep gameStore.ts under 400 lines
- Add regression tests (5 tests, all 1136 passing)

Fixes #347
2026-06-10 11:41:25 +02:00
n8n-gitea 076282caf3 fix: resolve elemental mana conversion pause bug (#348)
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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)
2026-06-10 11:19:10 +02:00
n8n-gitea bdf2b0050f fix: apply mana drain when practicing disciplines
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- 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
2026-06-10 10:50:40 +02:00
n8n-gitea 432378fa86 fix: format hour display on Loop End screen to avoid floating-point precision errors
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- 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
2026-06-10 10:14:16 +02:00
n8n-gitea 85637e353a fix: add missing elements migration and harden unlockElement action
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- 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
2026-06-10 10:00:03 +02:00
n8n-gitea fef7de8d09 chore: commit investigation state
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2026-06-10 09:56:14 +02:00
n8n-gitea 8bca8f85d5 fix: persist CraftingTab sub-tab selection across tab navigation
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- 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
2026-06-09 19:08:49 +02:00
n8n-gitea 28d39a61ba fix: visually block off-hand slot when 2H weapon equipped in main hand
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m34s
- 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)
2026-06-09 18:48:04 +02:00
n8n-gitea 4a282a2121 fix: deduplicate PAUSED conversion log messages in tick pipeline (bug #337)
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2026-06-09 15:31:14 +02:00
n8n-gitea 87f30b9544 fix: resolve ReferenceError in enterSpireMode - use get() instead of undefined s variable
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2026-06-09 14:48:53 +02:00
n8n-gitea 93ffa0768b fix: #328 fabricator golem-2 interval 250→500 + golem-1 desc
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m2s
- Fix Fabricator golem-2 capped perk interval from 250 to 500 (spec match)
- Update golem-1 description to 'Unlock golem summoning' (spec match)
2026-06-09 11:47:35 +02:00
n8n-gitea 3ad919a047 fix: remove discipline pool-drain model, add conversion stats UI per mana-conversion-spec
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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
2026-06-09 11:18:41 +02:00
n8n-gitea c89d8fd2d8 refactor: make activate() read mana state from stores directly instead of requiring UI to pass gameState bag
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2026-06-09 10:14:20 +02:00
n8n-gitea 42053f41ac fix: pass rawMana to activate() in DisciplinesTab to allow discipline reactivation after stop
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2026-06-09 09:59:48 +02:00
n8n-gitea e45c206321 fix: resolve enchanting spec vs code discrepancies (issue #324)
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- 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
2026-06-09 09:33:30 +02:00
n8n-gitea b0e553c290 fix(golemancy): reconcile spec vs code discrepancies (issue #326)
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- 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.
2026-06-09 01:25:51 +02:00
n8n-gitea 2994004707 fix(item-fab): wizard thresholds +50 XP shift, dup crystal_cap_10, spec rarity
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2026-06-08 23:49:55 +02:00
n8n-gitea cba3090d7e fix(pact-system): resolve 5 spec-vs-code discrepancies (DISC-4,6,8,11,12)
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- DISC-11: Fix floor 140/150 element composition in guardian-data.ts
  Floor 140 now uses [light, fire, radiantflames] (was [sand, earth, water])
  Floor 150 now uses [air, death, miasma] (was [lightning, fire, air])
- DISC-12: Reconcile spec §7.1 vs §8.2 tables in pact-system-spec.md
  Updated §8.2 to match §7.1 authoritative element mappings
- DISC-4: Deduplicate pact ritual completion logic
  Refactored pact-ritual.ts pipeline to delegate completion to
  prestigeStore.completePactRitual() instead of duplicating state writes
- DISC-6: Add 4 missing boon types to guardians
  critChance (floor 90), manaGain (floor 110), prestigeInsight (floor 200),
  studySpeed (floor 220) — all 12 spec boon types now used
- DISC-8: Add comment clarifying signedPactDetails persistence
  Code already correct (not reset by startNewLoop/resetPrestigeForNewLoop)
- Updated spire-utils.test.ts to match corrected floor 140/150 elements
2026-06-08 22:50:03 +02:00
n8n-gitea 573130cdb1 fix: attunement system spec-vs-code discrepancies (issue #331)
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- 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
2026-06-08 22:08:17 +02:00
n8n-gitea 64c1d2f51e fix: spire climbing spec discrepancies (DISC-1,14,15,18,19,21,22,23,29,34)
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- DISC-1: Fix ascent seed missing +runId in combat-descent-actions.ts
- DISC-14: Recovery room 10x regen/conversion already in gameStore.ts
- DISC-15/18/21: Add missing completion logs for recovery, library, treasure rooms
- DISC-19: Filter library discipline selection to non-paused disciplines
- DISC-22: Fix puzzle room log format to match spec
- DISC-23: Replace hardcoded MAX_LEVEL with MAX_ATTUNEMENT_LEVEL
- DISC-29: Update spec to document libraryStayed/recoveryStayed on currentRoom
- DISC-34: Add 'Exited the Spire' activity log in exitSpireMode
2026-06-08 20:36:42 +02:00
n8n-gitea 098ec86189 fix: spire combat 11 high-severity discrepancies (issue #333)
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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.
2026-06-08 18:25:05 +02:00
n8n-gitea d07e74c396 feat: remove Spells tab UI
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- 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.
2026-06-08 16:02:48 +02:00
n8n-gitea f31eaac59f feat: remove Grimoire tab
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2026-06-08 15:51:29 +02:00
n8n-gitea c61a9f88bf fix: three bug fixes - library XP scaling, prep time floor, dual design slot logic
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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
2026-06-08 15:03:08 +02:00
n8n-gitea 9c1b2fb6cb fix: correct difficulty/scaling factors for Shadow Glass and Stellar per spec
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2026-06-08 14:59:24 +02:00
n8n-gitea 83f835ccb0 fix: add runId to seed calculations and use seeded random for treasure loot
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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()
2026-06-08 14:54:37 +02:00
n8n-gitea 7f5493f4d8 fix: initialize guardian defensive state for uncleared guardian rooms on descent
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2026-06-08 14:40:53 +02:00
n8n-gitea 01864216ac fix: remove duplicate spell_iceShard from basic-spells.ts (was overwritten by frost-spells.ts version)
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2026-06-08 14:36:22 +02:00
n8n-gitea 2f580ef0fe fix: pact system boon counts and signedPactDetails population
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- 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
2026-06-08 14:27:53 +02:00
n8n-gitea a1b86d82c5 fix: Crystal-Steel Hybrid frame unlock now only requires Fabricator 5 (was incorrectly dual-gated with Enchanter 5)
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2026-06-08 14:14:38 +02:00
n8n-gitea 9200cf3ce0 fix: use actual meditationMultiplier and baseRegen in ElementStatsSection; add cost breakdown per spec §11
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2026-06-08 14:08:31 +02:00
n8n-gitea b4b499c1b1 fix: split multi-type golem core upkeep across all mana types (issue #315)
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2026-06-08 13:29:30 +02:00
n8n-gitea 0894ee8c55 fix: material cancellation refund uses flat 50% per spec §6.3
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2026-06-08 13:13:57 +02:00
n8n-gitea 5b124ea845 fix: align fabricator perk IDs with spec (issue #318)
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2026-06-08 12:55:56 +02:00
n8n-gitea fa448f233c fix: deduct component consumption from element pools in mana conversion
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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.
2026-06-08 12:43:16 +02:00
n8n-gitea b3b13b6a55 fix: Hasty Enchanter now applies correct 25% design speed bonus (was 6.25%)
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2026-06-08 11:52:07 +02:00
n8n-gitea 971b876537 fix: enforce discipline perk gating in enchantment design validation
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2026-06-08 11:39:43 +02:00
n8n-gitea 1e1fcdc6d4 fix: deduct raw mana cost when starting pact ritual (Issue #306)
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2026-06-08 11:22:03 +02:00
n8n-gitea dc9adc487b fix: add missing pactAffinity prestige upgrade to PRESTIGE_DEF
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2026-06-08 10:59:10 +02:00
n8n-gitea 411c355a15 fix: Golemancy enchantment capacity, design persistence, and UI selectors
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- Fix enchantment capacity formula: multiply magicAffinity by 100 (spec treats it as percentage)
- Fix enterSpireMode preserving golemDesigns (only reset loadout/activeGolems per spec §9)
- Add mana type selector UI for Intermediate/Advanced/Guardian cores
- Add spell selector UI for circuits with spell slots

Fixes #310, #311, #312
2026-06-08 10:30:59 +02:00
n8n-gitea 1e99a57496 fix: golem combat runtime - elemental matchup, enchantment effects, spell damage/cost, armor pierce (issue #313)
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2026-06-08 10:12:18 +02:00
n8n-gitea 0e1e506213 fix: apply Crafting Efficiency cost reduction to all fabrication paths
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- Add getCraftingCostReduction() and applyCostReduction() helpers in crafting-fabricator.ts
- Apply cost reduction in deductMaterials() and checkFabricatorCosts()
- Apply cost reduction in startFabricatorCrafting() and cancelEquipmentCrafting() pipeline
- Update canCraftRecipe() in fabricator-recipes.ts to accept costReduction param
- Update FabricatorSubTab and MaterialRecipeCard UIs to display discounted costs
- Spec formula: actualCost = ceil(baseCost × (1 - craftingCostReduction / 100))

Fixes #316
2026-06-07 23:15:55 +02:00
n8n-gitea a11ea065eb fix: mana conversion attunement rate now uses flat base + linear multiplier per spec
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2026-06-07 23:06:03 +02:00
n8n-gitea e5097211ba fix: recovery room 10× regen/conversion multiplier double-counting bug
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2026-06-07 18:09:03 +02:00
n8n-gitea e90ae82da1 docs: fix documentation inconsistencies (issue #291)
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- Fix pact-system-spec.md §5.2: Remove misquote of AGENTS.md (pacts do NOT persist)
- Fix pact-system-spec.md §4.2: Update pactBinding note (now resolved in code)
- Fix pact-system-spec.md §8.2/8.3: Correct floor 140/150/200 element tags
- Add pactInterferenceMitigation to AGENTS.md and GAME_BRIEFING.md (15 upgrades)
- Fix GAME_BRIEFING.md §7: Correct Tier 1 armor values and pact times
- Fix GAME_BRIEFING.md §7: Correct Tier 2 armor values and pact times
- Fix GAME_BRIEFING.md §7: Correct Tier 3 pact times
- Fix GAME_BRIEFING.md §7: Correct floor 100 element (sand, not sand+fire+earth)
- Fix AGENTS.md: Update equipment count from 50 to 43
- Fix AGENTS.md: Fix enchantment design time (per stack, not per effect slot)
- Fix GAME_BRIEFING.md §6: Clarify puzzle room frequency (guaranteed per 7th floor)
- Fix GAME_BRIEFING.md §11: Clarify spireKey formula (1 + level × 2)
2026-06-07 16:14:23 +02:00
n8n-gitea 831dab1eeb chore: update AGENTS.md and GAME_BRIEFING.md golemancy references to match completed redesign
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2026-06-07 14:48:03 +02:00
n8n-gitea 3e8e8f72d5 chore: remove last stale golem ref in spire-combat-spec files table
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2026-06-07 14:41:39 +02:00
n8n-gitea 1a0886f702 chore: golemancy redesign cleanup — remove orphaned legacy code and update docs
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2026-06-07 12:54:12 +02:00