• Joined on 2025-05-17
Anexim closed issue Anexim/Mana-Loop#77 2026-05-19 13:47:08 +02:00
[priority: 3] tick() passes empty skill objects to computeMaxMana/computeRegen — skill bonuses ignored
Anexim commented on issue Anexim/Mana-Loop#76 2026-05-19 13:47:08 +02:00
[priority: 3] createGatherMana hardcodes click mana to 1 — ignores all skill/upgrade bonuses

Fixed: Updated createGatherMana in gameActions.ts to use computeClickMana with discipline effects instead of hardcoding click mana to 1. The mana-channeling discipline's `clickManaMultiplie…

Anexim closed issue Anexim/Mana-Loop#76 2026-05-19 13:47:08 +02:00
[priority: 3] createGatherMana hardcodes click mana to 1 — ignores all skill/upgrade bonuses
Anexim commented on issue Anexim/Mana-Loop#72 2026-05-19 13:47:08 +02:00
[priority: 4] calcDamage called with empty skills — all skill-based damage bonuses ignored in combat

Fixed: Updated calcDamage in combat-utils.ts to accept an optional DisciplineBonuses parameter. Discipline bonuses from spell-casting (baseDamageBonus) and void-manipulation (baseDamageMu…

Anexim closed issue Anexim/Mana-Loop#72 2026-05-19 13:47:07 +02:00
[priority: 4] calcDamage called with empty skills — all skill-based damage bonuses ignored in combat
Anexim commented on issue Anexim/Mana-Loop#77 2026-05-19 12:58:08 +02:00
[priority: 3] tick() passes empty skill objects to computeMaxMana/computeRegen — skill bonuses ignored

Starting work on Issue 77: tick() passes empty skill objects to computeMaxMana/computeRegen — skill bonuses ignored. Part of the same skill→discipline migration gap.

Anexim commented on issue Anexim/Mana-Loop#76 2026-05-19 12:58:08 +02:00
[priority: 3] createGatherMana hardcodes click mana to 1 — ignores all skill/upgrade bonuses

Starting work on Issue 76: createGatherMana hardcodes click mana to 1 — ignores all skill/upgrade bonuses. Part of the same skill→discipline migration gap.

Anexim commented on issue Anexim/Mana-Loop#72 2026-05-19 12:58:08 +02:00
[priority: 4] calcDamage called with empty skills — all skill-based damage bonuses ignored in combat

Starting work on Issue 72: calcDamage called with empty skills — all skill-based damage bonuses ignored in combat. This is part of the skill→discipline migration gap. Will wire discipline…

Anexim commented on issue Anexim/Mana-Loop#74 2026-05-19 12:56:57 +02:00
[priority: 4] use-toast.ts listener leak — duplicate listeners accumulate on every state change

Fixed: Changed useEffect dependency from [state] to [] in useToast(). This prevents duplicate listeners from accumulating on every state change.

Anexim closed issue Anexim/Mana-Loop#74 2026-05-19 12:56:57 +02:00
[priority: 4] use-toast.ts listener leak — duplicate listeners accumulate on every state change
Anexim commented on issue Anexim/Mana-Loop#73 2026-05-19 12:56:56 +02:00
[priority: 4] useGameLoop recreates interval every tick due to unstable tick reference

Fixed: Changed useGameLoop to use useEffect with empty dependency array [] and useGameStore.getState().tick() inside the interval callback. This prevents interval recreation on every tick.

Anexim closed issue Anexim/Mana-Loop#73 2026-05-19 12:56:56 +02:00
[priority: 4] useGameLoop recreates interval every tick due to unstable tick reference
Anexim commented on issue Anexim/Mana-Loop#71 2026-05-19 12:56:56 +02:00
[priority: 4] uiStore not persisted — paused/gameOver/victory lost on page refresh

Fixed: Added persist middleware to useUIStore with storage key mana-loop-ui-storage. Now paused, gameOver, victory, and logs survive page refresh.

Anexim closed issue Anexim/Mana-Loop#71 2026-05-19 12:56:56 +02:00
[priority: 4] uiStore not persisted — paused/gameOver/victory lost on page refresh
Anexim commented on issue Anexim/Mana-Loop#74 2026-05-19 12:53:02 +02:00
[priority: 4] use-toast.ts listener leak — duplicate listeners accumulate on every state change

Starting work on Issue 74: use-toast.ts listener leak — duplicate listeners accumulate on every state change. Fixing by changing [state] dependency to [].

Anexim commented on issue Anexim/Mana-Loop#73 2026-05-19 12:53:01 +02:00
[priority: 4] useGameLoop recreates interval every tick due to unstable tick reference

Starting work on Issue 73: useGameLoop recreates interval every tick due to unstable tick reference. Fixing to use getState() inside interval callback with empty dependency array.

Anexim commented on issue Anexim/Mana-Loop#71 2026-05-19 12:53:01 +02:00
[priority: 4] uiStore not persisted — paused/gameOver/victory lost on page refresh

Starting work on Issue 71: uiStore not persisted — paused/gameOver/victory lost on page refresh. Adding persist middleware to useUIStore.

Anexim commented on issue Anexim/Mana-Loop#70 2026-05-19 12:52:35 +02:00
[priority: 4] discipline-slice.ts mutates nested element objects directly — bypasses Zustand reactivity

Fixed: Replaced direct nested object mutation elements[def.manaType].current -= drain with immutable spread pattern `elements[def.manaType] = { ...elements[def.manaType], current: elements[def.ma…

Anexim closed issue Anexim/Mana-Loop#70 2026-05-19 12:52:35 +02:00
[priority: 4] discipline-slice.ts mutates nested element objects directly — bypasses Zustand reactivity
Anexim commented on issue Anexim/Mana-Loop#70 2026-05-19 12:46:38 +02:00
[priority: 4] discipline-slice.ts mutates nested element objects directly — bypasses Zustand reactivity

Starting work on Issue 70: discipline-slice.ts mutates nested element objects directly, bypassing Zustand reactivity. The shallow copy on line 97 (const elements = { ...mana.elements }) doesn't…