- Create data/disciplines/elemental-regen.ts (base + utility elements)
- Create data/disciplines/elemental-regen-advanced.ts (composite + exotic)
- Wire into ALL_DISCIPLINES via index.ts and discipline-slice.ts
- Add perElementRegenBonus to ComputedEffects type
- Merge regen_{element} discipline bonuses in computeAllEffects()
- Apply per-element regen to element mana each tick in gameStore
- Add 'Elemental Regen' and 'Advanced Regen' tabs to DisciplinesTab UI
- Fix computeDisciplineEffects() to not require GameState parameter
- Fix getUnifiedEffects() to accept proper partial state type
- Replace upgradeEffects as any with proper UnifiedEffects type
- Replace explicit : any annotations with proper types (ComputedEffects, DesignProgress, SpellDef, etc.)
- Fix activity-log.ts eventType casting
- Fix crafting-design.ts computedEffects and designProgress types
- Fix page.tsx grimoire spell rendering with proper SpellDef property names
- Fix StatsTab ManaStatsSection with proper ManaStatsEffects interface
- Remove unused imports (useDisciplineStore from page.tsx, LeftPanel.tsx)
Remaining: 1 as any in craftingStore.ts (pre-existing CraftingStore/GameState architectural mismatch)
- Issue 83: Mana Tide pulse factor now ranges 0.5x-1.5x (was 0.5x-1.0x)
- Issue 82: SteadyStream no longer returns early like EternalFlow; only skips incursion penalty
- Issue 81: Prestige store partialize now includes defeatedGuardians, signedPacts, signedPactDetails, pactRitualFloor, pactRitualProgress, loopInsight, pactSlots
- Issue 80: Combat store partialize now includes floorHP, floorMaxHP, castProgress, spireMode, clearedFloors, golemancy, equipmentSpellStates, activityLog, achievements
- Issue 78: cancelDesign now always cancels designProgress first, then designProgress2
- Issue 79: startDesigningEnchantment now uses designProgress2 when designProgress is occupied
Added 13 regression tests in src/lib/game/__tests__/regression-fixes.test.ts
Refactored craftingStore types to craftingStore.types.ts to stay under 400-line limit