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Mana-Loop/worklog.md
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Remove Temporal Memory skill, fix unimplemented crafting effects
- Remove Temporal Memory skill from SKILLS_DEF (functionality should only be purchased with insight)
- Remove temporalMemory references from all store files (timeSlice, prestigeSlice, store, gameStore)
- Update tests to remove Temporal Memory test cases
- Fix TODO items in craftingSlice.ts:
  - Add skill caching for calculateApplicationTime
  - Use getEnchantEfficiencyBonus for efficiency calculation
- Transference mana type verified and working correctly
2026-03-28 08:29:21 +00:00

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# 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 `upgradeEffects` computation in derived stats
- Added `manaCascadeBonus` calculation for display
- Updated `effectiveRegen` to use `effectiveRegenWithSpecials`
- 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: `meditationEfficiency` was tracked in computed effects but not used
- Updated `getMeditationBonus()` function signature to accept `meditationEfficiency` parameter
- Updated meditation bonus calculation to multiply by efficiency
- Updated `tick()` in store.ts to:
- Compute upgradeEffects before meditation calculation
- Pass `upgradeEffects.meditationEfficiency` to `getMeditationBonus()`
- Updated page.tsx to:
- Compute `upgradeEffects` before other derived stats
- Pass `upgradeEffects.meditationEfficiency` to meditation multiplier calculation
- 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 `computeElementMax` call 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 `castSpeed` property to `SpellDef` type 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 `castProgress` to 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 `combo` property 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: ComboState` field to GameState interface
- Added default combo state to makeInitial() in store.ts:
- count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0
- Added `combo` and `attunements` to 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 `lootInventory` property 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: LootInventory` field 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_DEFS` and `GOLEM_VARIANTS` from `@/lib/game/constants`
- Using `ELEMENTS` for element colors and symbols
- **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
- **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_DEFS` with:
- 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?.active` and `store.attunements.fabricator?.active`
- **New imports added**:
- `GOLEM_DEFS`, `GOLEM_VARIANTS`, `ELEMENTS` from `@/lib/game/constants`
- `ActiveGolem` type 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
- **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
- **Import requirements fulfilled**:
- Imported `ATTUNEMENTS_DEF` from `@/lib/game/data/attunements`
- Imported `SKILL_CATEGORIES` from `@/lib/game/constants`
- Uses `store.attunements` to check active attunements
- Uses `store.getGolemDuration()` and `store.getActiveGolemDPS()` for Fabricator stats
- **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 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 `cachedSkills` variable and `setCachedSkills()` 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
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