[TASK-010] Prestige rework — loop memories + path bonuses (Phase 5) #13
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Objective
Rework the prestige system to include two parts: (A) Loop Memories that persist across loops, and (B) Path-specific permanent upgrade trees that unlock based on the player's chosen path from TASK-009.
Part A: Loop Memories (Keep + Expand)
The Memory system is the best part of prestige. Keep it and expand:
Work Items
Memorytype insrc/lib/game/types/(issue #9 tracks the missing type — coordinate with it)prestigeStore.tsto support selective memory retentionPart B: Path Bonuses (New)
Instead of a generic upgrade shop, each path gets its own permanent upgrade tree:
Combat Path Permanents
Crafting Path Permanents
Utility Path Permanents
Universal Upgrades (Minimal)
Data Structure Needed
Work Items
PrestigePathBonusdata structure and all 9 path bonuses + 3 universaldata/achievements.tspattern)prestigeStore.tsto track purchased path bonusescomputeStats()or as a separate computation layerMemorytype (coordinate with #9)Blockers
Acceptance Criteria
npx tsc --noEmitpassesReference
src/lib/game/stores/prestigeStore.tssrc/lib/game/types/(needs Memory type from #9)Blocked by Issue #15: migration to Active Disciplines