📋 PRIORITIZATION: Bug fix order for all 9 open issues (#164–#172) #173

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opened 2026-05-27 17:44:07 +02:00 by Anexim · 1 comment
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Prioritization Guide for Open Bug Issues

This issue provides the recommended fix order for all 9 bugs/features discovered during codebase investigation.


🔴 P0 — Critical (Fix First)

These bugs completely break core functionality. Players cannot make progress or lose all progress.

Order Issue Why First
1 #164 — Persistence broken: page refresh resets everything The single most impactful bug. If progress can't survive a refresh, nothing else matters. Every other fix is wasted if players lose progress. Must audit all 8 Zustand stores for proper persist middleware.
2 #170 — Fabricator crafted equipment: 4 critical breaks The entire crafting pipeline is dead. completeEquipmentCrafting is never called, gearTrait is flavor text, baseDamage/baseCastSpeed are dead data, and crafted gear has zero enchantments. A core game system is non-functional.

🟠 P1 — High (Fix Soon)

Major gameplay systems broken or locked for new players.

Order Issue Why
3 #169 — Transference Mana Flow discipline always locked Blocks early-game progression. Player starts with Transference mana but can't use the discipline designed for it. Root cause: checkDisciplinePrerequisites lacks access to player element state.
4 #168 — Perk descriptions don't match effects (4 perks do nothing) 4 perks (enchant-2, channel-1, golem-2, efficiency-1) promise effects that don't exist. They land in an unused specials set. Players make progression choices based on false information.
5 #171 — Shields need removal + banned list update Design integrity. Shields don't belong in Mana Loop per the game design. 10 files to clean up. Also requires adding "shields" to AGENTS.md banned list.

🟡 P2 — Medium (Fix When Convenient)

Systems work partially or have low impact.

Order Issue Why
6 #166regenMultiplier missing from unified effects pipeline Perk works in the tick pipeline but is invisible in display hooks and missing from computeAllEffects(). Low impact because the base values are also very small.
7 #165 — Mana Circulation meditation cap perk has no observable effect Mechanically works but only relevant with Void Meditation (endgame). Also, the UI never shows the meditation cap value at all.
8 #167 — Missing base discipline for XP accumulation Feature request, not a bug. All disciplines gain flat +1 XP/tick with no way to boost this. Requires bridging the XP gain loop with the effects system.

🟢 P3 — Quick Win (Fix Anytime)

Trivial fix, high satisfaction.

Order Issue Why
9 #172 — Grimoire tab stuck on "Loading grimoire..." One-line fix. Remove the dead loaded state guard in GrimoireTab.tsx:22. _setLoaded is never called, so the component permanently shows the loading message.

Root Cause Patterns (Fix Once, Prevent Many)

Several bugs share systemic issues worth addressing holistically:

  1. specials set in discipline-effects.ts (#168) — An incomplete system. Perk IDs are collected but nothing processes them. Either wire it up or remove it.

  2. Effect pipeline fragmentation (#165, #166) — computeAllEffects() is missing discipline multipliers. The tick pipeline and display hooks use different code paths with different coverage.

  3. Missing parameter passing (#169) — checkDisciplinePrerequisites doesn't receive player state. This pattern of functions lacking context is likely present elsewhere.

  4. Dead code masquerading as features (#170, #172) — Functions that are never called, state that's never updated. A code health scan (desloppify) could catch these.

## Prioritization Guide for Open Bug Issues This issue provides the recommended fix order for all 9 bugs/features discovered during codebase investigation. --- ## 🔴 P0 — Critical (Fix First) These bugs completely break core functionality. Players cannot make progress or lose all progress. | Order | Issue | Why First | |-------|-------|-----------| | **1** | **#164 — Persistence broken: page refresh resets everything** | The single most impactful bug. If progress can't survive a refresh, nothing else matters. Every other fix is wasted if players lose progress. Must audit all 8 Zustand stores for proper `persist` middleware. | | **2** | **#170 — Fabricator crafted equipment: 4 critical breaks** | The entire crafting pipeline is dead. `completeEquipmentCrafting` is never called, `gearTrait` is flavor text, `baseDamage`/`baseCastSpeed` are dead data, and crafted gear has zero enchantments. A core game system is non-functional. | ## 🟠 P1 — High (Fix Soon) Major gameplay systems broken or locked for new players. | Order | Issue | Why | |-------|-------|-----------| | **3** | **#169 — Transference Mana Flow discipline always locked** | Blocks early-game progression. Player starts with Transference mana but can't use the discipline designed for it. Root cause: `checkDisciplinePrerequisites` lacks access to player element state. | | **4** | **#168 — Perk descriptions don't match effects (4 perks do nothing)** | 4 perks (`enchant-2`, `channel-1`, `golem-2`, `efficiency-1`) promise effects that don't exist. They land in an unused `specials` set. Players make progression choices based on false information. | | **5** | **#171 — Shields need removal + banned list update** | Design integrity. Shields don't belong in Mana Loop per the game design. 10 files to clean up. Also requires adding "shields" to AGENTS.md banned list. | ## 🟡 P2 — Medium (Fix When Convenient) Systems work partially or have low impact. | Order | Issue | Why | |-------|-------|-----------| | **6** | **#166 — `regenMultiplier` missing from unified effects pipeline** | Perk works in the tick pipeline but is invisible in display hooks and missing from `computeAllEffects()`. Low impact because the base values are also very small. | | **7** | **#165 — Mana Circulation meditation cap perk has no observable effect** | Mechanically works but only relevant with Void Meditation (endgame). Also, the UI never shows the meditation cap value at all. | | **8** | **#167 — Missing base discipline for XP accumulation** | Feature request, not a bug. All disciplines gain flat +1 XP/tick with no way to boost this. Requires bridging the XP gain loop with the effects system. | ## 🟢 P3 — Quick Win (Fix Anytime) Trivial fix, high satisfaction. | Order | Issue | Why | |-------|-------|-----------| | **9** | **#172 — Grimoire tab stuck on "Loading grimoire..."** | One-line fix. Remove the dead `loaded` state guard in `GrimoireTab.tsx:22`. `_setLoaded` is never called, so the component permanently shows the loading message. | --- ## Root Cause Patterns (Fix Once, Prevent Many) Several bugs share systemic issues worth addressing holistically: 1. **`specials` set in `discipline-effects.ts`** (#168) — An incomplete system. Perk IDs are collected but nothing processes them. Either wire it up or remove it. 2. **Effect pipeline fragmentation** (#165, #166) — `computeAllEffects()` is missing discipline multipliers. The tick pipeline and display hooks use different code paths with different coverage. 3. **Missing parameter passing** (#169) — `checkDisciplinePrerequisites` doesn't receive player state. This pattern of functions lacking context is likely present elsewhere. 4. **Dead code masquerading as features** (#170, #172) — Functions that are never called, state that's never updated. A code health scan (`desloppify`) could catch these.
Anexim added the ai:todo label 2026-05-27 17:44:07 +02:00
n8n-gitea was assigned by Anexim 2026-05-27 17:44:07 +02:00
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All 7 open issues (#165–#172) have been fixed and pushed to master. Two issues (#164 and #170) were already closed in previous sessions.

Summary of fixes:

  • #172 (P3): Grimoire tab — removed dead loaded state guard
  • #169 (P1): Transference Mana Flow — added elements param to prerequisites check
  • #168 (P1): Perk descriptions — wired 4 broken perks with actual effects
  • #171 (P1): Shields — removed all shield equipment, recipes, category, icons
  • #166 (P2): regenMultiplier — merged discipline contribution into unified effects
  • #165 (P2): Meditation cap — added cap display to UI
  • #167 (P2): XP accumulation — added Meditative Mastery base discipline

All 922 tests pass. No circular dependencies.

All 7 open issues (#165–#172) have been fixed and pushed to master. Two issues (#164 and #170) were already closed in previous sessions. **Summary of fixes:** - **#172** (P3): Grimoire tab — removed dead loaded state guard - **#169** (P1): Transference Mana Flow — added elements param to prerequisites check - **#168** (P1): Perk descriptions — wired 4 broken perks with actual effects - **#171** (P1): Shields — removed all shield equipment, recipes, category, icons - **#166** (P2): regenMultiplier — merged discipline contribution into unified effects - **#165** (P2): Meditation cap — added cap display to UI - **#167** (P2): XP accumulation — added Meditative Mastery base discipline All 922 tests pass. No circular dependencies.
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Reference: Anexim/Mana-Loop#173