N7/B2: Renown — prestige past the L20 cap

Overflow XP that grantDnDXP used to drop at L20 now accumulates as Renown
on player_meta.renown_xp (cumulative, atomic +=; renown_level derived as
renown_xp/25000). The reward is prestige-only: a derived rank ladder
(Renowned→…→Eternal), a cosmetic ✦N marker on the sheet and leaderboard,
a games-room shout on rank promotion, and !level progress once capped.

Renown perks are the two combat-neutral economy levers only — +loot / +XP,
capped at a streak-30 grant's economic half (+15% / +20%). combat_stats.go
reads DeathModifier/SuccessBonus/ExceptionalBonus (which map to Defense/
Attack/CritRate) but never LootQuality/XPMultiplier, so renown pays out even
through loadCombatBonuses without moving the golden or the balance corpus.
The plan's "-death penalty" perk is deliberately dropped (it would inflate
Defense).

The overflow→renown conversion and the character save commit in one
transaction (saveDnDCharacterExec now takes an executor), so a crash can
neither drop the overflow nor double-credit it on the next grant.

Schema: renown_xp column, DEFAULT 0 correct for every existing row, no
bootstrap (journal_pages/epilogue_cleared pattern).

Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
This commit is contained in:
prosolis
2026-07-10 19:48:49 -07:00
parent 401b17c3bb
commit 38a3693832
13 changed files with 559 additions and 9 deletions

View File

@@ -1349,6 +1349,9 @@ func applyPlayerMetaOverlay(c *AdventureCharacter) {
if cleared, err := loadEpilogueCleared(uid); err == nil {
c.EpilogueCleared = cleared
}
if xp, err := loadRenownXP(uid); err == nil {
c.RenownXP = xp
}
if s, err := loadHouseState(uid); err == nil {
c.HouseTier = s.Tier
c.HouseLoanBalance = s.LoanBalance