Tedium-removal pass driven by live play feedback. Three big threads:
Expedition autopilot Phase 4 — background auto-run + harvest-until-dry:
- New expeditionAutoRunTicker walks active expeditions every 15min
(5min tick, per-expedition CAS on new last_autorun_at column). Skips
combat sessions, briefing/recap quiet windows, expeditions <30min old.
- Walks up to 3 rooms/tick with compact narration; suppresses DMs when
0 rooms walked or just hitting the per-tick cap (no "stretch complete"
filler). Player only hears from the bot when a real decision is needed.
- Compact mode: one-line combat narration for trash/elite, auto-resolves
elite doorways via the forward-sim engine (boss still pauses). Threaded
via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom.
- Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8
attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses.
- Ambient ticker: anti-repeat by Kind via new last_ambient_kind column
(avoids two pack_rat DMs in a row when the pool only has 6 lines).
- !expedition go <n> now routes to the fork-choice handler when active +
numeric; fork footer rewritten to suggest !expedition go instead of
!zone go. Boss/Elite doorway: formatNextRoomMessage routes the action
hint by next room type and autopilot loop breaks via new nextRoomType
field so "Room X/Y — Boss" doesn't double-print with contradictory
hints (!zone advance vs !fight).
- runAutopilotWalk extracted from expeditionCmdRun so foreground and
background share the loop body.
Rogue Sneak Attack actually exists now:
- Audit found the rogue's "Sneak Attack" passive was AutoCritFirst +
5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this
with a small flat buff; the class's defining mechanic never matched
its tooltip or 5e identity.
- Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in
combat_primitives.go (same lane as DivineStrikePerHit). Scales with
level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20.
- AutoCritFirst + 5% rider retained as bonuses on top of working sneak
attack — preserves the opener-burst feel.
- L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes
from "16 rounds to kill, die in 8" to winnable.
TwinBee voice sweep (Phase B3):
- ~530 line changes across 24 files replacing third-person "TwinBee
notes/files/tracks/respects/..." constructions with first-person
inside flavor string literals. Code identifiers (TwinBeeLine,
twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names
(TwinBee's Bell), achievements, and game-title references in
fun.go (Konami TwinBee ship) left intact.
- Catches a real bug: Valdris fight rendered "TwinBee marks the
Legendary Resistance" mid-combat in third person, contradicting
the Phase B2 convention.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The rage threshold check sat only at the top of resolvePlayerAttack,
so a player who took a threshold-crossing hit and was then killed by
the very next enemy swing (before getting back to their own attack)
would never see "rage" emitted — even though HP visibly crossed 50%
while alive.
Extracted maybeTriggerOrcRage shared by both sites:
- Top of resolvePlayerAttack (unchanged UX: rage applies same-round
when the player swings after the enemy hit).
- End of runRound as a backstop (catches cross-round two-shots).
st.raged guards against double-emit. Fixes the flaky
TestOrcRageFiresOnLowHP; 10/10 repeats green.
R22: replace race copy that promised mechanics the engine doesn't deliver.
- Tiefling: wire FireResist as a CombatModifier. Enemy main attack is
halved when monster is FireAttacker-tagged; aoe_fire abilities are
halved unconditionally; fire-tagged traps deal half damage to Tieflings.
DnDMonsterTemplate carries FireAttacker; toCombatStats propagates it.
Hand-authored fire entries tagged in dnd_bestiary.go (flameskull,
magmin, azer, salamander, fire_elemental, emberlord_thyrak,
young_red_dragon, infernax, belaxath).
- Open5e tuned generator derives FireAttacker from the highest-AvgDamage
attack's DamageType (threshold AvgDamage>=5). 19 tuned monsters tag.
Regenerated bestiary_tuned_data.go.
- Elf: drop "immune to sleep" (no sleep mechanic); reframe as keen
senses + trance flavor.
- Half-Elf: drop "two bonus skill proficiencies" (no skill system);
reframe as adaptable cross-cultural know-how.
- Tiefling copy: drop "bonus on CHA checks" (no checks); keep fire
resistance with flavor framing.
R23: DnDRaceInfo grows a BestFit field; renderRaceMenu emits an
"_best with: …_" hint per race so spiky stat spreads (Orc -1/-1/-1)
read as specialist picks rather than a brick of penalties.
R24: dnd.go header comment for the caster classes now reflects the
shipped state (Playable=true, spell lists populated) instead of the
pre-Open5e scaffold language.
Tests: TestApplyRacePassives gains a FireResist column; new
TestTieflingFireResistance asserts ~0.5x ratio over a 300-trial sweep
against a FireAttacker enemy. Full suite green.
Turn the four placeholder ability effects into working mechanics:
spell_resist halves player spell damage, reveal_action rolls the
player's next swing at disadvantage, fear_immune fizzles control
spells, and ally_buff grants an accumulating enemy attack bonus.
All four are armed by applyAbility, read by the shared resolution
primitives, and round-tripped through CombatStatuses for turn-based
suspend/resume. New branches are guarded by zero-valued state so the
auto-resolve characterization golden is untouched.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Slice 3 of the bestiary SRD upgrade: the monster abilities that need
per-fight state (evade, block, advantage, retaliate, regenerate,
survive_at_1, stat_drain, debuff, max_hp_drain). applyAbility arms
combatState flags that the shared resolution primitives read, so both
the auto-resolve and turn-based engines honor them; the turn-based
engine round-trips them through CombatStatuses so a suspended fight
resumes from exact mid-state. New branches are guarded by zero-valued
state so the auto-resolve characterization golden is untouched.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires up the ability effects that resolve fully within applyAbility with
no new persistent state: damage riders (bonus_damage, aoe/aoe_fire/
death_aoe, execute) via the shared calcDamage formula, self_heal, and
flavor-only placeholders for effects still pending per-fight state.
Works in both auto-resolve and the turn engine since both call
applyAbility.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pet attacks were never resolved in turn-based fights. Roll the proc once
at fight start (a per-round roll would make a proc near-certain over a
long manual fight), persist it on the session so suspend/resume and
reaper auto-play honor the same outcome, and land a single pet hit on
the player's first acting turn.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pull effectiveAttackBonus, attackCritFloor, attackConnects, and the
post-hit player damage stack out of combat_engine.go into
combat_primitives.go so the upcoming turn-based engine resolves an
attack identically to auto-resolve. Behavior-preserving — the combat
characterization golden file is unchanged.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Splits SimulateCombat into a thin wrapper over simulateCombatWithRNG, a
deterministic core that accepts an optional *rand.Rand. Production passes
nil (package-global rand, behaviorally identical); the new test seeds it
per scenario.
Adds TestCombatCharacterization: 23 curated scenarios x 5 seeds, with the
full event stream + result summary serialized to a stable text form and
diffed against a golden file. This locks current auto-resolve behavior
before the shared-primitives extraction for the turn-based engine — any
perturbation fails loudly and forces a deliberate -update + diff review.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds an optional *rand.Rand to combatState so a fight can be driven by a
deterministic source. Auto-resolve leaves it nil and falls through to the
package global in the same call order — behaviorally identical. Threads
the source through calcDamage and rollWeaponDamage.
Groundwork for the turn-based elite/boss engine and its timeout reaper,
which seed the rng per combat_session to make fights resumable and
replayable.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Bundle of uncommitted working-tree edits across combat engine, expedition
cycle, flavor pools, and TwinBee/zone narration. Includes new files:
combat_debug.go, dnd_boss_consumables.go, dnd_dex_floor.go, plus
CHANGES_24H.md and REBALANCE_NOTES.md scratch notes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two bugs reported back-to-back from a Rogue's run:
1. HP display reset between battles. End of fight 1: 101/123 → start of
fight 2: 100/100. applyDnDHPScaling was overwriting Stats.MaxHP with
the scaled wound value, so the display denominator dropped along with
the numerator. Wounded carry-over became invisible.
Fix: introduce CombatStats.StartHP. Combat engine reads it as the
entry-HP when set; MaxHP stays put. Display now reads "100/123" as
intended.
2. Auto-crit fired on a roll of 11 with no narrative tell. Rogue passive
AutoCritFirst was triggering correctly, but the renderer used the
generic crit pool, so the player saw "🎲 11 vs AC 10 → CRIT" with no
indication their *class* caused it.
Fix: tag the crit event with Desc="auto_crit" when the passive (not
the dice) caused it; new narrativePlayerAutoCrit pool calls out the
training/instinct/exploit theme.
Test bound for T5 dungeon death rate loosened from 0.02 to 0.01 — the
new Sudden Death phase from the previous commit shifted geared-T5
fights slightly toward player wins.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Players reported the prior 6-round exhaustion timeout felt arbitrary
when both sides still had plenty of HP. Two fixes:
- Add a "Sudden Death" 4th phase (3-4 extra rounds) so most fights
resolve naturally before any timeout. Total combat length now caps
at ~10 rounds.
- When the timeout does fire, tiebreak by absolute HP instead of HP%.
The %-based logic was unintuitive — a player at 88/123 (71%) would
lose to a boss at 83/97 (86%) despite having more HP remaining.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Life/War/Trickery Domain L10/L15 capstones.
L10 Divine Strike (all 3 subclasses): +4 flat per weapon hit, scaling
to +9 at L14. New CombatModifiers.DivineStrikePerHit channel, gated on
Weapon != nil since 5e specs "weapon hit". Damage type (radiant/weapon/
poison) varies by domain but isn't tracked by the engine.
Life L15 Supreme Healing: heal-spell dice resolve at max instead of
rolled. Wired through resolveHealOutOfCombat via lifeDomainSupremeHealing
helper.
War L15 Avatar of Battle: 5e physical resistance vs. non-magical
weapons → flat 0.80 DamageReduct (softer than full 50% to account for
elemental hits).
Trickery L15 Improved Duplicity: 5e duplicates grant ally-flank
advantage; no allies in 1v1, so proxied passively as +1 SporeCloud
round and +5% damage (duplicates flicker around the foe).
10 new tests; cleric-suite green. Pre-existing rng flakes
(TestOrcRageFiresOnLowHP, TestSimulateCombat_FirstAttackBonus...) are
unrelated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Evocation L7 Empowered Evocation adds INT mod (min +1) to Mage evocation
spell damage. Abjuration L5 Arcane Ward grants a 2×level HP buffer
absorbed before player HP, +prof at L7. Necromancy L5 Grim Harvest heals
2× spell level on spell-kill (3× necrotic) via post-combat hook.
Sculpt Spells / Potent Cantrip / Inured to Undeath skipped — no allies,
save-half is already uniform, and no necrotic enemy damage to resist.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Battle Master:
- New "superiority" resource pool (4/long-rest at L5), provisioned via
initSubclassResources at !subclass selection.
- Three armed maneuvers fueled by superiority dice:
* Precision Attack — +d8 (≈+4) to first attack roll
* Tripping Attack — enemy skips first attack (reuses Phase 9
SpellEnemySkipFirst)
* Rally — +(d8 + CHA) HealItem at <50% HP
- L7 Know Your Enemy proxied as +1 AttackBonus passive.
Assassin:
- L5 Assassinate: AssassinateAdvantage (re-roll first miss, take better
of two d20s) + AssassinateBonusDmg = level (5 at L5) stacked on top
of the Rogue's existing Sneak Attack auto-crit.
- L7 Impostor bumps the bonus damage by +3.
- L5 Infiltration Expertise → +5 Deception; L7 Impostor → +10.
Engine:
- CombatModifiers gains FirstAttackBonus, AssassinateAdvantage,
AssassinateBonusDmg.
- resolvePlayerAttack consumes each on the first attack only via new
combatState one-shot flags.
Tests added: 14 covering passive gating (BM L7+, Assassin L5/L7),
maneuver Apply flags, superiority pool init for BM only, !arm gating
across class/subclass for precision_attack, Deception bonus tiers,
statistical lift from FirstAttackBonus and AssassinateBonusDmg in
SimulateCombat.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
First mechanical slice of the subclass system. Each subclass gets its L5
and L7 abilities wired through the existing combat engine + skill check
substrate; no new resource pools introduced.
Champion (L5/L7):
- Improved Critical: new Mods.CritThreshold lowers crit floor to nat 19+
in resolvePlayerAttack. Default 20 preserved for non-Champions.
- Remarkable Athlete: +½ proficiency bonus to STR/DEX/CON skill checks
via subclassSkillBonus, layered on raceSkillBonus.
Berserker (L5/L7):
- Rage: new !arm-able active ability gated to Berserker subclass via
DnDAbility.Subclass field. Reuses the Fighter stamina pool (3/long-rest
matches 5e's rage uses). On fire: +2 flat damage per hit, halve incoming
weapon damage, +50% damage approximation for Frenzy's bonus-attack-per-
turn (one-shot combat can't model that literally).
- Frenzy exhaustion: new exhaustion column on dnd_character; incremented
by persistDnDPostCombatSubclass after any rage'd combat. Decremented by
one per long rest.
- Mindless Rage: documented; charm/frighten conditions don't exist in the
combat engine yet, so no functional effect until P11 zone bosses land.
Thief (L5/L7):
- Sleight of Hand added to dndSkillTable.
- Fast Hands: +5 to Sleight of Hand checks via subclassSkillBonus.
- Supreme Sneak: advantage on Stealth (best of two d20s) via new
subclassSkillAdvantage hook in performSkillCheck. 5e's half-speed gate
dropped — we don't track movement speed.
Plumbing:
- applySubclassPassives layered after applyClassPassives in both arena
and dungeon combat bridges.
- DnDAbility.Subclass enables per-subclass gating; characterActiveAbilities
filters !arm and !abilities lists by both class and subclass.
- Existing !respec full-wipe also clears Exhaustion.
Tests: Champion CritThreshold gating across L4/L5/no-subclass; rage Apply
flag-set; rage probabilistic win-rate lift vs tougher enemy; exhaustion
increment only on raged combats; long-rest decrement; Champion bonus on
STR/DEX/CON only and only at L7+; Thief Fast Hands SoH-only; Thief
Supreme Sneak L7+ Stealth-only; statistical advantage roll lifts Thief
stealth average by ≥2 vs plain Rogue; !arm rage subclass gating; schema
roundtrip; characterActiveAbilities visibility.
applyPendingCast resolves c.PendingCast against the upcoming fight before
SimulateCombat. Damage spells (Fire Bolt, Burning Hands, Magic Missile,
Fireball, etc.) emit a pre-combat spell_cast event via new
CombatModifiers.SpellPreDamage{,Desc}. Control spells (Hold Person, Sleep,
Command) set SpellEnemySkipFirst so the engine skips the enemy's round-1
attack with a spell_held event; Hold-family also primes AutoCritFirst.
Buffs (Mage Armor, Bless, Hunter's Mark, Shield of Faith, Aid, Spiritual
Weapon, Mirror Image, Greater Invisibility) fold into stats/mods directly.
Concentration-on-damage break is left for Phase 11 (turn-based bosses);
ConcentrationSpell persists across fights until manually dropped.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Adventure characters now record DeathSource ("adventure"|"arena") and
DeathLocation when killed. Threaded through Kill() and transitionDeath.
Daily report uses the recorded death location instead of misattributing
arena deaths to the day's adventure log: when DeathSource != "adventure",
the adventure block shows the alive icon and a separate "Later fell in
{location}." line. Standout-loss flavor uses DeathLocation. Empty
DeathSource (legacy rows) falls back to current behavior.
- calcDamage applies a ±15% per-hit jitter, so successive hits in a phase
no longer produce identical numbers. Previously every hit in a phase was
flat (e.g. 17, 17, 17, 17) and mirror-symmetric between player/enemy,
reading as scripted.
- assessThreat rewritten to use the engine's actual penetration formula:
damage-per-round each direction, then rounds-to-kill ratio. The old
additive HP+Attack*3 model ignored Defense, so even fights could be
rated trivial — players died after consumables were skipped with the
"threat assessed as manageable" message.
- SelectConsumables never skips on trivial when arenaRound > 0. Arena
losses cost real money and equipment, so the cost of a wrong assessment
is too high to gamble on; adventure-side fights still skip trivial
threats to avoid wasting items on chump enemies.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the single-roll probability system for dungeon and arena combat with
a multi-phase simulation engine where gear, buffs, pets, and NPCs are meaningful
mechanical inputs. Adds consumable items (auto-crafted from forage/mine/fish drops),
monster abilities for T2+ enemies, and Dragon Quest-style combat narrative with
phased message delivery.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>