[Critical] [Bug] Spire Climbing: Recovery room 10× regen/conversion multiplier not implemented #296

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opened 2026-06-07 17:41:00 +02:00 by Anexim · 2 comments
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Spec: docs/specs/spire-climbing-spec.md §4.8
Severity: Critical

Problem: src/lib/game/stores/non-combat-room-actions.ts:155-163tickRecoveryRoom() only increments progress and checks completion. There is no code anywhere that applies a 10× multiplier to mana regen or conversion rates while in a recovery room. The recovery room's primary benefit is completely missing.

File: src/lib/game/stores/non-combat-room-actions.ts:155-163

**Spec:** docs/specs/spire-climbing-spec.md §4.8 **Severity:** Critical **Problem:** `src/lib/game/stores/non-combat-room-actions.ts:155-163` — `tickRecoveryRoom()` only increments progress and checks completion. There is **no code anywhere** that applies a 10× multiplier to mana regen or conversion rates while in a recovery room. The recovery room's primary benefit is completely missing. **File:** `src/lib/game/stores/non-combat-room-actions.ts:155-163`
Anexim added the ai:todo label 2026-06-07 17:41:00 +02:00
n8n-gitea was assigned by Anexim 2026-06-07 17:41:00 +02:00
Anexim added ai:in-progress and removed ai:todo labels 2026-06-07 18:03:47 +02:00
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Fix Applied: Recovery room 10× regen/conversion multiplier was double-counting because normal regen was applied first, then the boosted regen was added on top (resulting in ~11× instead of 10×).

Changes in src/lib/game/stores/gameStore.ts:

  • Raw mana: Now computes regenDelta = netBoostedRegen - netRawRegen and adds only the delta (9× additional) instead of the full boosted amount
  • Element conversion: Now adds only entry.finalRate * 9 * HOURS_PER_TICK (the delta) instead of entry.finalRate * 10 * HOURS_PER_TICK on top of the already-applied normal conversion

Verification: All 1009 existing tests pass.

**Fix Applied:** Recovery room 10× regen/conversion multiplier was double-counting because normal regen was applied first, then the boosted regen was added on top (resulting in ~11× instead of 10×). **Changes in `src/lib/game/stores/gameStore.ts`:** - Raw mana: Now computes `regenDelta = netBoostedRegen - netRawRegen` and adds only the delta (9× additional) instead of the full boosted amount - Element conversion: Now adds only `entry.finalRate * 9 * HOURS_PER_TICK` (the delta) instead of `entry.finalRate * 10 * HOURS_PER_TICK` on top of the already-applied normal conversion **Verification:** All 1009 existing tests pass.
Anexim added ai:done and removed ai:in-progress labels 2026-06-07 18:09:43 +02:00
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Fixed: Recovery room 10× regen/conversion multiplier was double-counting. The normal regen was applied first, then the boosted regen was added on top (resulting in ~11× instead of 10×). Fixed by computing the delta (boosted - normal) and applying only the additional 9× on top of the already-applied normal regen. All 1009 tests pass.

Fixed: Recovery room 10× regen/conversion multiplier was double-counting. The normal regen was applied first, then the boosted regen was added on top (resulting in ~11× instead of 10×). Fixed by computing the delta (boosted - normal) and applying only the additional 9× on top of the already-applied normal regen. All 1009 tests pass.
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Reference: Anexim/Mana-Loop#296