Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.
Pieces:
1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
class/level so the class-balance harness's in-tier parity
assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
refreshes hp_max for existing characters at startup;
idempotent via db.JobCompleted. hp_current is bumped by the
same delta so a full-HP character stays at full.
2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
+3 weapon.MagicBonus (damage). Applied at the END of
applyDnDEquipmentLayer (after computeArmorAC's AC override)
and inside buildHarnessPlayer so live and harness measurement
match.
3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
the single dangerous fight. Elite is now effectively a
high-threat event reachable only via the +1-per-20-threat-
above-40 mod — Phase 4-B's elite-pool monsters still appear,
just less often.
4. dailyThreatDrift base 3 → 1. Slows the threat clock so
players have the days they need before threat tips zones
into the new 23+ elite band.
5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
applied in the temporal-override branch in
dnd_expedition_cycle.go so tidal / unraveling days scale by
the same 0.5× — otherwise those days would be
disproportionately harsh against the new baseline.
The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.
Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§14 surfaces the threat clock as a first-class command. !threat shows
level/100, current band, the per-band combat & supply effects (built
from ThreatBandInfo so display tracks any future band re-tuning), and
the last 5 ThreatEvent log entries with deltas + reasons. Adds a
"siege is active" / "past 70" footer when those gates have triggered.
Active-enemy camp guard and close-call evening recap stay deferred —
both need combat state inside an expedition, which doesn't exist yet
(expeditions still don't host their own combat loop). They land in the
combat-link phase along with the §8.1 combat-driven threat modifiers.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
§8.3 siege economics:
- applyDailyBurn now takes an explicit siege flag and enforces a 2× floor
on supply burn even when HarshMod is below 2 (tier-1 zones still get
starved out per spec).
- currentBurn mirrors the same precedence so status/briefing readouts
stay consistent.
- Briefing rollover passes e.SiegeMode through, decoupling siege from
the harsh-conditions composite.
§8.3 threat-70 warning: applyDailyThreatDrift emits a one-time
appendApproachingSiegeLog when the level crosses 70 (prevLevel<70 and
new level≥70). Pulls from a new flavor.ThreatClockApproachingSiege pool
seeded with the spec's verbatim warning beat plus two voice-matched
alternates.
Other siege effects (boss +20 HP / Legendary Resistance, cleared-room
respawn, no-short-rest enforcement) stay deferred to the combat-link
phase — ThreatBandInfo already exposes the flags that engine will read.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Threshold model on top of the E1a persistence: ThreatBand bracketing
(Quiet/Stirring/Alert/Hostile/Siege) with per-band combat/supply/rest
knobs (ThreatBandInfo). Daily threat drift (+3/day, GMMood-modded:
effusive→-3 elated, hostile→+5 wrathful) wired into the 06:00 briefing
rollover; no-op once the boss is down.
Threshold crossings emit a flavor-bearing log entry pulling from the
prewritten flavor.ThreatClock{Stirring,Alert,Hostile,Siege} pools.
applyBossDefeatThreat is the -20 hook for the eventual combat-completion
wiring (combat→expedition link is a later phase).
Combat-driven modifiers (loud-ability, escape, combat-in-new-room) are
deferred to the same combat-link phase since expeditions don't currently
host their own combat path.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>