- Remove lifesteal, thorns, manaShield from familiars - Replace with appropriate alternatives: manaSiphon, guardianDamage, barrierBreaker - Replace shield equipment with focus items (spellcasting enhancement) - Remove EXECUTIONER special effect and finisher upgrades - Update Soul Binding description to bind creature souls to items - Buff Ancient Echo from +1 to +2 capacity per Enchanter level - All changes consistent with game design: player cannot take damage
40 KiB
Executable File
Mana Loop Worklog
Task ID: 1 Agent: Main Task: Fix skill upgrade effects not being applied
Work Log:
- Identified the issue: special effects like Mana Cascade were defined but never processed
- Added
specials: Set<string>to ComputedEffects interface in upgrade-effects.ts - Created SPECIAL_EFFECTS constant with all special effect IDs
- Added
hasSpecial()helper function to check if a special is active - Updated
computeEffects()to collect special effects into the set
Stage Summary:
- Created the foundation for special effect tracking
- All special effects are now recognized and can be checked with hasSpecial()
Task ID: 2 Agent: Main Task: Implement special effect application in game logic
Work Log:
- Created
computeEffectiveRegen()function that applies:- Mana Cascade: +0.1 regen per 100 max mana
- Mana Torrent: +50% regen when above 75% mana
- Desperate Wells: +50% regen when below 25% mana
- Steady Stream: Immune to incursion penalty
- Updated
gatherMana()to apply Mana Echo (10% chance double mana) - Updated combat in tick() to apply:
- Damage multipliers/bonuses from upgrades
- Executioner: +100% damage to enemies below 25% HP
- Berserker: +50% damage when mana < 50%
- Adrenaline Rush: Restore 5% mana on kill
- Updated study in tick() to apply:
- Study speed multipliers from upgrades
- Mental Clarity: +10% study speed when mana > 75%
- Study Rush: First hour is 2x speed
- Study Refund: 25% mana back on completion
Stage Summary:
- Key tier 1 special effects are now functional
- Regen, combat, and study systems all apply upgrades correctly
Task ID: 3 Agent: Main Task: Display special effects in UI
Work Log:
- Imported computeEffects, hasSpecial, SPECIAL_EFFECTS to page.tsx
- Added
upgradeEffectscomputation in derived stats - Added
manaCascadeBonuscalculation for display - Updated
effectiveRegento useeffectiveRegenWithSpecials - Updated Mana Stats section to show:
- Steady Stream immunity indicator
- Mana Cascade bonus amount
- Mana Torrent/Desperate Wells conditional bonuses
- Updated Active Upgrades section to render special effects with cyan color
Stage Summary:
- Special effects are now visible in the Stats tab
- Players can see exactly how much Mana Cascade contributes
- Active Upgrades shows all effect types including specials
Task ID: 4 Agent: Main Task: Test and verify implementation
Work Log:
- Added 11 new tests for special effects:
- Mana Cascade recognition and calculation
- Steady Stream recognition
- Mana Echo recognition
- Combat special effects (Executioner, Berserker, Adrenaline Rush)
- Study special effects (Mental Clarity, Study Rush)
- Effect stacking tests
- All 203 tests pass
Stage Summary:
- Complete test coverage for implemented special effects
- All lint checks pass
- Dev server running without errors
Task ID: 5 Agent: Main Task: Fix Deep Wellspring meditation efficiency upgrade
Work Log:
- Identified issue:
meditationEfficiencywas tracked in computed effects but not used - Updated
getMeditationBonus()function signature to acceptmeditationEfficiencyparameter - Updated meditation bonus calculation to multiply by efficiency
- Updated
tick()in store.ts to:- Compute upgradeEffects before meditation calculation
- Pass
upgradeEffects.meditationEfficiencytogetMeditationBonus()
- Updated page.tsx to:
- Compute
upgradeEffectsbefore other derived stats - Pass
upgradeEffects.meditationEfficiencyto meditation multiplier calculation
- Compute
- Added 2 new tests for Deep Wellspring:
- Test that meditation efficiency is correctly computed (1.5x for +50%)
- Test that meditation bonus is boosted by efficiency (2.5 * 1.5 = 3.75)
Stage Summary:
- Deep Wellspring (+50% meditation efficiency) now works correctly
- All 205 tests pass
- Dev server running without errors
Task ID: 6 Agent: Main Task: Fix multiple issues: Quick Learner tier-up reset, Parallel Mind upgrade, meditation display location, parallel study UI, combat spell usage verification
Work Log:
- Fixed Quick Learner tier-up reset issue: Modified
tierUpSkill()to NOT copy upgrades from old tier to new tier. Each tier now starts with empty upgrades, allowing players to choose new tier-specific upgrades at level 5 and 10. - Implemented Parallel Mind milestone upgrade: Added parallel study support to the tick function and created actions for starting/canceling parallel study. Players can now study two things at once at 50% speed each.
- Fixed meditation multiplier display: Removed meditation multiplier from "Active Spell" card in Spire tab - it now only appears in the Mana Stats section.
- Added parallel study UI:
- Added parallel study progress card in Spire tab
- Added ⚡ button in Skills tab for selecting parallel study target
- Shows "50% speed (Parallel Study)" indicator
- Verified combat uses active spells: Confirmed that combat properly uses the active spell from
state.activeSpell, calculates damage based on spell definition, applies elemental bonuses, and handles spell effects like lifesteal. - Added parallelStudyTarget to state persistence: Updated the persist partialize function to include parallelStudyTarget.
- Fixed TypeScript errors: Updated
computeElementMaxcall in makeInitial to include required parameters.
Stage Summary:
- Quick Learner and other skills no longer lose progress when tiering up - players choose new upgrades for each tier
- Parallel Mind upgrade is now functional - allows studying two skills/spells simultaneously
- Meditation multiplier moved to correct location (Mana Stats only)
- Combat verified to use active spells properly with all effects
- All lint checks pass, dev server running without errors
Task ID: 7 Agent: Main Task: Implement cast speed system for combat
Work Log:
- Added
castSpeedproperty toSpellDeftype in types.ts (default 1 cast/hour) - Added cast speeds to all spells in SPELLS_DEF:
- Tier 0 (basic): 2.5-3 casts/hr (fast, cheap)
- Tier 1 (elemental): 1.5-3 casts/hr (varies by spell nature)
- Tier 2 (advanced): 0.8-1.8 casts/hr (slower, more powerful)
- Tier 3 (master): 0.5-0.75 casts/hr (slow but devastating)
- Tier 4 (legendary): 0.4-0.5 casts/hr (very slow, extremely powerful)
- Added
castProgressto GameState (tracks progress to next cast, 0-1) - Updated combat tick logic:
- Accumulates cast progress based on spell cast speed and attack speed bonuses
- When progress >= 1, triggers a spell cast (deducts mana, applies damage)
- Handles multiple casts per tick if cast speed is high
- Resets progress on floor change
- Attack speed affected by:
- Quick Cast skill: +5% per level
- Attack Speed upgrade multipliers from skill milestones
- Updated UI:
- Active Spell card now shows cast speed (casts/hr)
- Added cast progress bar when climbing
- DPS calculation now uses actual cast speed formula
Stage Summary:
- Combat now properly uses spell cast speed instead of arbitrary damage multiplier
- Each spell has unique cast speed (faster spells = more DPS but lower damage per cast)
- Attack speed upgrades (Quick Cast, Quick Strikes) properly speed up casting
- Players can see cast progress and DPS in real-time
Task ID: 8 Agent: Main Task: Implement Crafting/Equipment System (Replace Combat Skills with Enchanting)
Work Log:
- Verified combat skills removed and enchanting skills added: constants.ts already had enchanting skills (enchanting, efficientEnchant, disenchanting, enchantSpeed, scrollCrafting, essenceRefining) with 'enchant' category
- Integrated crafting slice into main store:
- Added GameStore interface to extend CraftingActions
- Added processCraftingTick call in tick function for design/prepare/enchant actions
- Implemented all crafting actions directly in store (createEquipmentInstance, equipItem, startDesigningEnchantment, etc.)
- Updated partialize function to persist equipment state (equippedInstances, equipmentInstances, enchantmentDesigns, designProgress, preparationProgress, applicationProgress)
- Created CraftingTab component with 3-stage UI:
- Design stage: Select equipment type, choose effects, name design, time-based progress
- Prepare stage: Select equipment, pay mana cost, time-based preparation
- Apply stage: Select equipment and design, apply enchantment with capacity validation
- Disenchant section: Remove enchantments and recover mana based on disenchanting skill
- Updated SpellsTab to show equipment-granted spells:
- Added equipment spells section at top showing spells from equipped items
- Shows source equipment for each spell
- Added pact spells placeholder section
- Added 5-tier evolution paths for enchanting skills:
- enchanting: 5 tiers from Enchanting → Rune Master → Arcane Forgemaster → Void Enchanter → Enchantment God
- efficientEnchant, disenchanting, enchantSpeed: 1 tier each with unique upgrades
- Updated page.tsx with Crafting tab:
- Added CraftingTab import and TabsTrigger for crafting
- Added TabsContent rendering CraftingTab with all required props
Stage Summary:
- Complete 3-stage enchantment system (Design → Prepare → Apply)
- Equipment capacity limits enchantments
- Starting equipment: Basic Staff (with Mana Bolt), Civilian Shirt, Civilian Shoes
- Spells only learnable from equipment and pacts
- All crafting skills have evolution paths
- All lint checks pass
Task ID: 9 Agent: Main Task: Implement Attunement System - Core Framework
Work Log:
- Created attunement type definitions in types.ts:
- Added AttunementSlot type (rightHand, leftHand, head, back, chest, leftLeg, rightLeg)
- Added AttunementDef interface with primaryManaType, rawManaRegen, conversionRate, capabilities, skillCategories
- Added AttunementState interface for tracking player attunements
- Updated GameState to include attunements field
- Created attunements.ts data file with 3 attunements:
- Enchanter (right hand): Starting attunement, transference mana, unlocks enchanting, 0.5 raw regen/hr, 0.2 conversion/hr
- Invoker (chest): Unlocks pacts with guardians, no primary mana but gains types from each pact, 0.3 raw regen/hr
- Fabricator (left hand): Earth mana, crafts golems and earthen/metal gear, 0.4 raw regen/hr, 0.25 conversion/hr
- Updated store.ts:
- Added attunement imports
- Updated makeInitial() to start with Enchanter attunement active
- Unlocks transference element for Enchanter
- Added attunement mana conversion logic in tick()
- Updated computeRegen() to include attunement bonuses
- Updated SKILL_CATEGORIES to be attunement-based:
- Core categories (always available): mana, study, research, ascension
- Enchanter categories: enchant, effectResearch
- Invoker categories: invocation, pact
- Fabricator categories: fabrication, golemancy
Stage Summary:
- Player starts with Enchanter attunement on right hand
- Attunements provide raw mana regen and convert to primary mana types
- Skills are now organized by attunement (foundation for skill tab overhaul)
- Lint checks pass, ready for UI implementation
Task ID: 10 Agent: Main Task: Implement Attunement System - UI Overhaul
Work Log:
- Created AttunementsTab component (src/components/game/tabs/AttunementsTab.tsx):
- Displays all 3 attunements with their status (active/locked)
- Shows primary mana type and current mana for active attunements
- Displays raw mana regen and conversion rate stats
- Shows capabilities unlocked by each attunement
- Displays available skill categories based on active attunements
- Uses color coding and visual effects for active attunements
- Updated page.tsx:
- Added AttunementsTab import
- Added "✨ Attune" tab between Spire and Skills
- Added TabsContent for attunements
- Updated SkillsTab.tsx:
- Added import for getAvailableSkillCategories
- Modified skill rendering to filter categories by attunement access
- Skills now only show if the player has the appropriate attunement
Stage Summary:
- New Attunements tab shows all attunement details
- Skills are filtered based on active attunements
- Player can see exactly which skill categories they have access to
- Visual feedback shows active vs locked attunements
Task ID: 11 Agent: Main Task: Fix build errors - correct imports for getActiveEquipmentSpells and getTotalDPS
Work Log:
- Identified build failure: getActiveEquipmentSpells and getTotalDPS were being imported from store.ts but are defined in computed-stats.ts
- Fixed imports in page.tsx:
- Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts
- Fixed imports in SpireTab.tsx:
- Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts
- Removed duplicate local function definition of getActiveEquipmentSpells
- Cleaned up unused imports (ENCHANTMENT_EFFECTS, EQUIPMENT_TYPES)
- Committed and pushed fix to repository
Stage Summary:
- Build errors resolved
- All imports correctly reference computed-stats.ts for DPS and equipment spell functions
- Code is cleaner with no duplicate function definitions
Task ID: 12 Agent: Main Task: Fix prerender error - Cannot read properties of undefined (reading 'count')
Work Log:
- Identified the issue: ComboState type was referenced in ComboMeter.tsx but never defined
- The
comboproperty was also missing from GameState interface and initial state - Added ComboState interface to types.ts with:
- count: number (current combo hits)
- maxCombo: number (highest combo this session)
- multiplier: number (current damage multiplier)
- elementChain: string[] (last 3 elements used)
- decayTimer: number (hours until decay starts)
- Added
combo: ComboStatefield to GameState interface - Added default combo state to makeInitial() in store.ts:
- count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0
- Added
comboandattunementsto persist partialize function for save/load - Fixed ComboMeter.tsx to import ComboState from types.ts
Stage Summary:
- ComboState type properly defined and used
- combo field now properly initialized in game state
- Persist function now saves both combo and attunements
- Build should now pass prerendering stage
Task ID: 13 Agent: Main Task: Fix prerender error - Cannot read properties of undefined (reading 'materials')
Work Log:
- Identified the issue: LootInventory type was referenced but never defined
- The
lootInventoryproperty was also missing from GameState interface and initial state - Added LootInventory interface to types.ts with:
- materials: Record<string, number> (materialId -> count)
- blueprints: string[] (blueprint IDs discovered)
- Added
lootInventory: LootInventoryfield to GameState interface - Added default lootInventory to makeInitial() in store.ts
- Added lootInventory to persist partialize function
Stage Summary:
- LootInventory type properly defined and used
- lootInventory field now properly initialized in game state
- Persist function now saves loot inventory
Task ID: 14 Agent: Main Task: Fix prerender error - Add missing AchievementState and stats tracking
Work Log:
- Identified multiple missing types and fields referenced in page.tsx
- Added AchievementDef interface to types.ts with:
- id, name, desc, category, requirement, reward, hidden
- Added AchievementState interface with:
- unlocked: string[] (IDs of unlocked achievements)
- progress: Record<string, number> (progress toward requirements)
- Added to GameState:
- achievements: AchievementState
- totalSpellsCast: number
- totalDamageDealt: number
- totalCraftsCompleted: number
- Added default values to makeInitial() in store.ts
- Added all new fields to persist partialize function
Stage Summary:
- All missing types and fields now properly defined
- Achievement system can track unlocked achievements and progress
- Stats tracking for spells cast, damage dealt, and crafts completed
- Build should now pass without undefined property errors
Task ID: 15 Agent: Main Task: Implement multiple UI improvements and attunement leveling
Work Log:
-
Added mana pools display to ManaDisplay component:
- Shows all unlocked elemental mana types
- Collapsible section with progress bars for each element
- Sorted by current amount
- Added elements prop to ManaDisplay
-
Added Debug tab:
- Reset game with confirmation
- Mana debug (+10, +100, +1K, +10K, Fill to max)
- Time control (set day 1, 10, 20, 30)
- Attunement unlock buttons
- Attunement XP buttons
- Elemental mana unlock and add buttons
- Quick actions (unlock all base elements, utility elements, skip to floor 100)
-
Removed ComboMeter from UI:
- Removed from header in page.tsx
- Removed from SpireTab.tsx
-
Updated AttunementsTab with level scaling:
- Added XP progress bar
- Added level-scaled regen and conversion display
- Added max level indicator
- Removed 'scrollCrafting' from Enchanter capabilities
-
Implemented attunement leveling system:
- Added getAttunementXPForLevel() and MAX_ATTUNEMENT_LEVEL = 10
- XP scales exponentially: 100 * 3^(level-2)
- Added addAttunementXP function with auto level-up
- Added debug functions: debugUnlockAttunement, debugAddElementalMana, debugSetTime, debugAddAttunementXP, debugSetFloor
-
Implemented attunement passive conversion with level scaling:
- Updated tick() to use getAttunementConversionRate() for level-scaled rates
- Conversion rate scales exponentially with level (1.5^(level-1) multiplier)
-
Made skill categories collapsible:
- Added collapsedCategories state
- Click on category header to toggle
- Shows ChevronDown/ChevronRight icons
- Shows skill count badge
Stage Summary:
- All requested UI improvements completed
- Attunement leveling system fully functional
- Debug tab enables testing and development
- Skills tab is more manageable with collapsible categories
- Removed unused features (ComboMeter, scrollCrafting)
Task ID: 16 Agent: Main Task: Redesign SpireTab to show summoned golems and their damage contribution
Work Log:
-
Added new imports to SpireTab:
- Imported
GOLEM_DEFSandGOLEM_VARIANTSfrom@/lib/game/constants - Using
ELEMENTSfor element colors and symbols
- Imported
-
Created new "Active Golems" card:
- Shows list of currently active golems from
store.activeGolems - Each golem displays:
- Name and variant (e.g., "Earth Golem" or "Lava Golem")
- HP bar (currentHP / maxHP) with element-colored gradient
- Remaining floors countdown
- DPS contribution (calculated with all bonuses applied)
- Element icon from ELEMENTS constant
- Empty state message: "No golems summoned. Visit the Crafting tab to summon golems."
- Total golem DPS summary at bottom
- Card has earth-colored accent (#F4A261) when golems are active
- Shows list of currently active golems from
-
Updated DPS display in Current Floor card:
- Total DPS now includes both spell DPS and golem DPS
- Shows breakdown: "Spell DPS: X | Golem DPS: Y"
- Only shows breakdown when golems are active
-
Calculated individual golem DPS:
- Applies variant damage multiplier
- Applies golemancyMaster bonus (+50%)
- Applies pactBondedGolems bonus (+10% per pact)
- Applies guardianInfusion bonus (+25% on guardian floors)
- Multiplies by attack speed
-
Visual styling:
- Used Card component for the golems section
- Used Progress component for HP bars
- Matches existing dark theme (bg-gray-900/80, border-gray-700)
- Golem cards have element-colored border accent
- Used ScrollArea for long golem lists (max-h-48)
Stage Summary:
- New Active Golems card shows all summoned golems with detailed stats
- DPS display properly accounts for golem damage contribution
- Visual design consistent with existing game theme
- All lint checks pass
Task ID: 17 - CraftingTab Redesign
Work Task
Redesign the CraftingTab component to have a two-level tab structure based on active attunements, with a new Golemancy sub-tab for summoning golems.
Work Summary
-
Implemented two-level tab structure:
- Top-level tabs show active attunements (Enchanter ✨, Fabricator ⚒️)
- If only one attunement is active, skip top-level tabs and show content directly
- If no attunements are active, show locked message
-
Enchanter attunement (when active):
- Sub-tabs: Design, Prepare, Apply (existing enchantment functionality)
- All existing render functions preserved (renderDesignStage, renderPrepareStage, renderApplyStage)
-
Fabricator attunement (when active):
- Sub-tabs: Craft, Golemancy
- Craft sub-tab: existing equipment crafting functionality (renderCraftStage)
- Golemancy sub-tab: NEW - summoning and managing golems
-
New Golemancy features:
- Shows available golem types from
GOLEM_DEFSwith:- Golem name, description, element color
- Base damage, HP, and attack speed stats
- Summon button with mana cost (e.g., "Summon - 50 Earth Mana")
- Shows locked golem types (greyed out) with unlock conditions
- Shows active golems with:
- HP progress bar
- Remaining floor duration
- Total damage dealt
- Dismiss button
- Shows golem variants info (requires Crystal Embedding skill)
- Uses store methods:
canSummonGolem(),summonGolem(),dismissGolem(),getGolemDuration() - Checks attunement status via
store.attunements.enchanter?.activeandstore.attunements.fabricator?.active
- Shows available golem types from
-
New imports added:
GOLEM_DEFS,GOLEM_VARIANTS,ELEMENTSfrom@/lib/game/constantsActiveGolemtype from@/lib/game/types- Additional Lucide icons:
Heart,Sword,Skull
-
Visual styling:
- Maintains existing dark theme (bg-gray-900/80, border-gray-700)
- Element-colored accents for golem types
- Uses shadcn/ui components: Card, Button, Progress, Badge, ScrollArea, Tabs
- Consistent with existing CraftingTab styling
Task ID: 18 - StatsTab Redesign for Attunement-Specific Stats
Work Task
Redesign the StatsTab component to better display attunement-specific stats with Active Attunements card, Combination Skills card, and reorganized attunement-specific stat sections.
Work Summary
-
Added "Active Attunements" card at the top:
- Each active attunement displayed as an expandable card/badge with:
- Icon and name (Enchanter ✨, Invoker 💜, Fabricator ⚒️)
- Current level and XP progress bar
- Primary mana type generated as a badge
- Key capability unlocked as a badge
- Click to expand reveals:
- All available skills for that attunement
- Skills currently being studied (highlighted)
- Skill levels displayed with badges
- Each active attunement displayed as an expandable card/badge with:
-
Added "Combination Skills" card:
- Shows combination skills that the player has unlocked (level 5+ in both required attunements)
- Skills they can unlock shown with requirement badges
- Green color scheme for available skills
- Greyed out style for locked skills with red/green requirement indicators
- Displays attunement level requirements for each skill
-
Reorganized existing stats into attunement-specific sections:
- Enchanter Stats (teal accent border):
- Enchantment capacity with Ancient Echo bonus
- Efficiency bonus from efficientEnchant skill
- Designs created count
- Effects unlocked count
- Disenchant recovery rate
- Enchant speed bonus
- Invoker Stats (purple accent border):
- Pacts signed count (X/10)
- Pact multiplier calculation
- Pact Mastery bonus
- Guardian Affinity time reduction
- Elemental Bond capacity per pact
- Pact Synergy bonus
- Signed pacts list with guardian colors
- Fabricator Stats (earth/amber accent border):
- Golems active count
- Golem DPS (using store.getActiveGolemDPS())
- Golem duration (using store.getGolemDuration())
- Golem Vitality HP bonus
- Crafting speed bonus
- Earth conversion bonus
- Active golems list with HP bars and damage dealt
- Enchanter Stats (teal accent border):
-
Import requirements fulfilled:
- Imported
ATTUNEMENTS_DEFfrom@/lib/game/data/attunements - Imported
SKILL_CATEGORIESfrom@/lib/game/constants - Uses
store.attunementsto check active attunements - Uses
store.getGolemDuration()andstore.getActiveGolemDPS()for Fabricator stats
- Imported
-
Visual styling:
- Uses Card, Badge, Progress, Collapsible components from shadcn/ui
- Matches existing dark theme (bg-gray-900/80, border-gray-700)
- Uses attunement colors from ATTUNEMENTS_DEF:
- Enchanter: teal #1ABC9C
- Invoker: purple #9B59B6
- Fabricator: earth #F4A261
- Top border accent for each attunement-specific section
- Conditional rendering - only shows attunement sections if that attunement is active
-
Preserved existing functionality:
- Mana Stats section retained
- Combat Stats section retained
- Study Stats section retained
- Element Stats section retained
- Active Skill Upgrades section retained
- Loop Stats section retained
Task ID: 19 Agent: Main Task: Remove Temporal Memory skill and fix unimplemented effects
Work Log:
-
Removed Temporal Memory skill from SKILLS_DEF:
- Removed
temporalMemory: { name: "Temporal Memory", desc: "Keep 1 spell across loops", cat: "ascension", max: 3, base: 2000, studyTime: 36 }from constants.ts - This functionality should only be available through prestige upgrades purchased with insight
- This preserves the insight economy - spell memory is now exclusively purchased with insight
- Removed
-
Removed all temporalMemory references from codebase:
- timeSlice.ts: Removed temporalMemory skill check in startNewLoop
- prestigeSlice.ts: Removed temporalMemory spell preservation code, simplified to only use spellMemory prestige upgrade
- store.ts: Removed temporalMemory skill check and spell preservation from startNewLoop function
- gameStore.ts: Removed temporalMemory skill check and spell preservation from startNewLoop function
-
Updated tests:
- store.test.ts: Removed temporalMemory test case
- skills.test.ts: Removed Temporal Memory test case from Ascension Skills tests
-
Verified transference mana type:
- Confirmed transference exists in ELEMENTS constant with proper definition
- Transference is automatically unlocked for Enchanter attunement in makeInitial()
-
Fixed unimplemented code in craftingSlice.ts:
- Added
cachedSkillsvariable andsetCachedSkills()function for skill access - Fixed
calculateApplicationTime()call to use cachedSkills instead of empty object - Fixed efficiency bonus calculation to use
getEnchantEfficiencyBonus(cachedSkills)instead of hardcoded 0
- Added
Stage Summary:
- Temporal Memory skill fully removed from game
- Spell preservation now exclusively through prestige upgrades (insight-purchased)
- Transference mana type verified and working
- Crafting slice TODOs resolved with proper skill integration
- All lint checks pass
Task ID: 20 Agent: Main Task: Major gameplay improvements - barriers, HP regen, descent mechanic, skill cleanup
Work Log:
-
Fixed transference mana display:
- Updated ManaDisplay to show unlocked elements even with 0 mana
- Previously filtered to elements with current >= 1
-
Removed blocking/dodging mechanics (player has no health):
- Replaced Seer's
foresight(dodge) withcriticalMastery(crit damage) - Replaced Warden's defensive skills with mana efficiency skills
- Replaced Strider's
evasive(dodge) withfluidMotion(combo duration) - Warden now focuses on mana efficiency and resource management
- Replaced Seer's
-
Added guardian barriers:
- Added
barrierproperty to GuardianDef in types.ts - Added barriers to all 10 guardians (50% of HP)
- Barriers are extra HP that must be depleted before main HP
- Barriers do NOT regenerate (one-time shield)
- UI shows gray barrier bar above main HP when active
- Added
-
Added floor HP regeneration:
- Created
getFloorHPRegen()function - scales with floor level - Non-guardian floors regen 1% + 0.2% per floor HP per hour
- Guardian floors have 0 regen
- Regen only happens during combat (climbing action)
- Created
-
Implemented climb-down mechanic:
- Added
climbDirection('up' | 'down') andisDescendingto GameState - Added
floorBarrierandfloorMaxBarrierto GameState - Created
exitSpire()function that triggers descent - When descending, player must fight through each floor to floor 1
- Cannot switch away from climb while above floor 1 - must descend first
- On guardian defeat during descent, no pact is signed
- Updated UI with descent indicator and exit spire button
- Added
-
Updated SpireTab UI:
- Shows barrier bar for guardian floors
- HP bar grays out when barrier is active
- Added "Exit Spire" button during climb
- Shows descent status indicator
-
Updated store persistence:
- Added new fields to partialize function for save/load
Stage Summary:
- Guardian barriers add strategic depth - must break shield before damaging
- Floor HP regen makes higher floors harder without burst DPS
- Descent mechanic ensures player must survive entire climb in one go
- Blocking/dodging skills replaced with meaningful alternatives
- All lint checks pass
Task ID: 3 Agent: Explore Task: Review and find nonsensical mechanics
Work Log:
- Read worklog.md to understand previous work (Task 20 already removed some blocking/dodging)
- Searched codebase for blocking, dodging, parry, evasion mechanics
- Searched for player health/HP references
- Searched for defense stats
- Searched for thorns/reflect damage mechanics
- Searched for healing mechanics that heal the player
- Reviewed familiar-slice.ts and familiars.ts for thorns and manaShield
- Reviewed skill-evolution.ts for defensive effects
- Reviewed attunements.ts for defensive mechanics
Stage Summary:
- Found nonsensical mechanics that should be removed:
1. FAMILIAR THORNS ABILITY (HIGH PRIORITY)
Files:
/home/z/my-project/src/lib/game/data/familiars.ts(lines 45-50, 150, 214, 281, 349, 405)/home/z/my-project/src/lib/game/familiar-slice.ts(lines 36, 50, 264-265)/home/z/my-project/src/components/game/tabs/FamiliarTab.tsx(lines 81, 196, 334)
Issue: "Reflect X% damage taken" - The player has no health and doesn't take damage. This ability is meaningless.
- earthPebble familiar: thorns(2, 0.5)
- crystalGolem familiar: thorns(5, 1)
- shieldGuardian familiar: thorns(8, 1.5)
- ancientGolem familiar: thorns(15, 3)
- celestialGuardian familiar: thorns(25, 5)
2. FAMILIAR MANA SHIELD ABILITY (MEDIUM PRIORITY)
Files:
/home/z/my-project/src/lib/game/data/familiars.ts(lines 74-79, 215, 282, 335, 351, 390, 406)/home/z/my-project/src/lib/game/familiar-slice.ts(lines 38, 52, 270-271)
Issue: "Shield absorbs X damage, costs 1 mana per X damage" - Since player doesn't take damage, this is useless.
- crystalGolem: manaShield(10, 2)
- shieldGuardian: manaShield(20, 4)
- voidWalker: manaShield(15, 3)
- ancientGolem: manaShield(30, 5)
- leviathanSpawn: manaShield(25, 5)
- celestialGuardian: manaShield(50, 10)
3. MANA NOVA UPGRADE (HIGH PRIORITY)
File: /home/z/my-project/src/lib/game/skill-evolution.ts (line ~161)
{ id: 'mw_t4_l10_nova', name: 'Mana Nova', desc: 'When taking damage, release 5% mana as damage', milestone: 10, effect: { type: 'special', specialId: 'manaNova', specialDesc: 'Defensive burst' } }
Issue: "When taking damage" - Player doesn't take damage, so this never triggers.
4. FLAVOR TEXT REFERENCE (LOW PRIORITY - COSMETIC)
File: /home/z/my-project/src/lib/game/data/familiars.ts (line 286)
flavorText: 'It stands motionless for hours, then suddenly moves to block danger.'
Issue: Just flavor text mentioning "block danger" - not a mechanic, but inconsistent with game design.
5. MANA TYPE 'barrier' (REVIEW NEEDED)
File: /home/z/my-project/src/lib/game/attunements.ts (line 46)
| 'barrier' // Warden - protection/defense
Issue: Warden attunement uses 'barrier' mana type. This may be fine if barrier mana is used for mana-related mechanics (like mana shields for mana, not HP), but the comment "protection/defense" is misleading since player has no health to protect.
Recommendation:
- Remove thorns ability entirely from familiar system - replace with a different offensive ability (e.g., "Retaliation: Deal X% of damage dealt as bonus damage")
- Remove manaShield ability entirely from familiar system - replace with mana-related bonus (e.g., "Mana Buffer: +X max mana")
- Replace Mana Nova upgrade with something that triggers on mana expenditure or combat actions instead of "taking damage"
- Update flavor text to not reference blocking
- Clarify barrier mana type purpose - if it's for mana mechanics, rename comment to reflect that
Task ID: 1 Agent: full-stack-developer Task: Implement guardian barriers and floor health regen
Work Log:
- Updated getFloorHPRegen() function in store.ts:
- Changed guardian floors from 0 regen to 3% per hour (3x the usual)
- Non-guardian floors now have fixed 1% per hour regen
- This makes floors progressively harder during combat
- Updated combat tick logic in store.ts:
- Removed the condition that excluded guardian floors from HP regen
- All floors now regenerate HP during combat (climbing action)
- Guardian floors regen 3% per hour, non-guardian floors regen 1% per hour
- Fixed initial barrier state in makeInitial():
- Changed from hardcoded 0 to dynamic getFloorBarrier(startFloor)
- Ensures barriers are properly initialized if player starts on a guardian floor
- Updated SpireTab UI with improved barrier and HP regen display:
- Added Shield icon for barrier indicator
- Added "(no regen)" text to clarify barriers don't regenerate
- Improved barrier bar visual with gradient (gray tones)
- Added HP regen indicator during combat: shows "+X/hr" with pulsing Heart icon
- Added getFloorHPRegen import from store
- Added HOURS_PER_TICK, Heart, and Shield imports
Stage Summary:
- Guardian barriers are now fully functional as a one-time shield (no regen)
- All floors regenerate HP during combat, making battles more challenging
- Guardian floors regen 3% per hour, non-guardian floors regen 1% per hour
- UI clearly shows barrier status and HP regen rate during combat
- All lint checks pass
Task ID: 8 Agent: full-stack-developer Task: Implement compound mana types
Work Log:
-
Added composite element utility functions to constants.ts:
canUnlockCompositeElement(): Checks if all recipe components are unlockedgetUnlockableCompositeElements(): Returns list of composite elements that can be unlockedgetCompositeConversionRate(): Calculates rate as half of slowest component rategetBaseElementConversionRates(): Gets rates from attunements for calculation
-
Updated store.ts tick function:
- Added imports for new composite element functions
- Added composite element unlocking logic after attunement mana conversion
- When both components of a composite element are unlocked, the composite element unlocks
- Log message shows unlock with recipe (e.g., "🔮 Metal mana unlocked! (Fire + Earth)")
- Added composite element conversion logic:
- Calculates conversion rate as half of slowest component
- Converts from component elements to composite element
- Checks capacity and available mana before conversion
- Handles composite elements: metal (fire+earth), blood (life+water), wood (life+earth), sand (earth+water)
- Handles exotic elements: crystal (sand+mental), stellar (fire+light), void (dark+death)
-
Updated ManaDisplay.tsx UI:
- Added
baseConversionRatesprop for showing composite conversion rates - Sorted elements by category (base/utility first, then composite/exotic)
- Added "Compound Elements" section with Sparkles icon
- Shows recipe for each composite element (e.g., "🔥+⛰️" for Metal)
- Shows conversion rate (e.g., "+1.00/hr")
- Visual distinction with colored border accents
- Added
-
Updated page.tsx:
- Added import for
getAttunementConversionRateandATTUNEMENTS_DEF - Computed
baseConversionRatesfrom active attunements - Passed
baseConversionRatesto ManaDisplay component
- Added import for
Stage Summary:
- Composite elements (metal, blood, wood, sand) automatically unlock when both components are unlocked
- Exotic elements (crystal, stellar, void) also supported with triple-component recipes
- Conversion rate is half of slowest component rate as specified
- UI shows compound elements in separate section with recipes and rates
- All lint checks pass
Task ID: 21 Agent: Main Task: Complete remaining implementation tasks
Work Log:
-
Added legs equipment slot and category:
- Updated EquipmentSlot type to include 'legs'
- Updated EquipmentCategory type to include 'legs'
- Added LEGS_ONLY helper for enchantment effects
- Added 5 pants equipment types (civilianPants, apprenticeTrousers, travelerPants, battleGreaves, arcanistLeggings)
- Updated getValidSlotsForCategory() to handle 'legs' category
-
Added Expeditious Retreat enchantment:
- Movement effects category for legs equipment
- expeditious_retreat: Teleport down 5 floors when exiting spire (legs only)
- swift_descent: +20% faster floor descent (legs only)
- spire_runner: +10% movement speed in spire (legs and feet)
- Added EXPEDITIOUS_RETREAT to SPECIAL_EFFECTS constant
-
Updated tests for current skill definitions:
- Fixed skill.test.ts to match current SKILLS_DEF
- All 65 tests pass
- Removed outdated skill references (combatTrain, arcaneFury, etc.)
- Added tests for attunement skills (enchanter, invoker, fabricator)
- Added tests for combination skills
-
Added new achievements:
- Element Mastery: elementalDabbler, elementalMaster
- Compound Mana: alchemist, compoundCollector, exoticDiscovery
- Attunements: firstAttunement, dualAttunement, triAttunement, attunementLevel5, attunementLevel10
- Guardians: firstGuardian, guardianHunter, guardianVanquisher, barrierBreaker
Stage Summary:
- Legs equipment slot fully implemented with 5 equipment types
- Movement enchantments for spire navigation added
- All tests updated and passing (65/65)
- New achievements for progression milestones
- All lint checks pass
Task ID: 22 Agent: Main Task: Fix inconsistencies - remove mechanics that don't make sense (player can't take damage)
Work Log:
-
Removed lifesteal abilities from familiars:
- Replaced with manaSiphon (restores mana based on damage dealt)
- Updated waterDroplet, phoenixHatchling, primordialPhoenix, celestialGuardian
-
Removed thorns abilities from familiars:
- Replaced with guardianDamage (+% damage to guardians)
- Updated earthPebble, crystalGolem, shieldGuardian, ancientGolem, celestialGuardian
-
Removed manaShield abilities from familiars:
- Replaced with barrierBreaker (+% damage to barriers) and maxManaBonus
- Updated crystalGolem, shieldGuardian, voidWalker, ancientGolem, leviathanSpawn, celestialGuardian
-
Added new familiar ability types to types.ts:
- critDamage, guardianDamage, manaSiphon, barrierBreaker, maxManaBonus, studySpeed
- Removed: lifeSteal, thorns, manaShield (player can't take damage)
-
Replaced shield equipment with focus items:
- Removed basicShield, reinforcedShield, runicShield, manaShield
- Added crystalOrb, manaTome, elementalFocus, soulCrystal, arcanumOrb
- Focus items enhance spellcasting instead of providing defense
- Updated EquipmentCategory from 'shield' to 'focus'
-
Updated crafting recipes:
- Replaced shieldBlueprint with focusBlueprint
- Now crafts Elemental Focus instead of Runic Shield
-
Updated enchantment-effects.ts:
- Changed BODY_AND_SHIELD to BODY_ONLY
- Changed CASTER_CATALYST_ACCESSORY to CASTER_CATALYST_FOCUS_ACCESSORY
- Updated MANA_EQUIPMENT to include 'focus'
- Updated UTILITY_EQUIPMENT to include 'focus'
- Updated ALL_EQUIPMENT to use 'focus' instead of 'shield'
-
Removed execute-related effects:
- Removed EXECUTIONER from SPECIAL_EFFECTS
- Removed executioner code from store.ts combat tick
- Replaced ct_t2_l10_finisher upgrade with ct_t2_l10_precision (+50% crit damage)
-
Updated skill descriptions:
- Soul Binding: Changed to "Bind creature souls to items for unique enchantment effects"
- Ancient Echo: Buffed from "+1 enchantment capacity per Enchanter level" to "+2"
Stage Summary:
- All player-defense related mechanics removed (shields, thorns, lifesteal, manaShield)
- Focus items provide spellcasting enhancement instead of defense
- Execute effects removed (doesn't make sense in context)
- Soul Binding and Ancient Echo skills improved
- All lint checks pass