Both scaling levers counted seats. partyEnemyHPScale gave +15% boss HP for any
roster >= 2, and partyActionExpectation lifted the enemy from 1 to 2.4 attacks a
round. A seat COUNT charges the same for an under-levelled friend, a hired NPC,
and a true peer — so a below-median body cost a full seat's worth of boss and did
not give a full seat's worth back.
Measured, once the companion's free full-heal was taken away and he became honest:
hiring him was WORSE than going alone (66.1% against solo's 69.0%). That is this
bug, and it has been live for every under-levelled friend anyone has ever invited.
Seats now carry a SeatWeight, and both levers scale on the summed weight of the
LIVING seats rather than on a head count. The weight is level-based, priced against
the leader, times a discount for a hireling (no subclass, no magic items, gear that
is never Masterwork — the layers a player accrues and a hireling never will).
Level, and deliberately not a power score: an HP-x-damage proxy would rank a cleric
below a fighter and quietly make every mixed HUMAN party easier, which is a
difficulty regression smuggled in under a bug fix.
The safety argument is one property: **a peer weighs exactly 1.0**. So the curves
interpolate between the integer knots the P8 sweep tuned — (1, 1.0), (2, 2.4),
2n-1 from 3 up — and every integer input returns exactly what it always returned.
Solo is byte-identical, a party of same-level humans is byte-identical, both
goldens hold unmoved, and only an UNEQUAL roster lands between the knots. That is
the entire point of the change.
It also finishes §2(b): a seat that is down now buys the enemy nothing. §2(b) fixed
the head-count half; a corpse still carried its full weight until this.
Measured, 640 runs/arm, same grid:
solo 69.0% (unchanged — corpus intact)
+ Pete 76.8% (+7.8pp)
+ a human cleric peer 77.6% (+8.6pp)
band solo +Pete lift
trailing (<40%) 10.0% 31.0% +21.0pp
middle 58.9% 76.8% +17.9pp
leading (>=70%) 93.5% 99.2% +5.7pp
Help, never a carry: he rescues the players who were drowning and barely moves the
ones who were already fine — and he stays below a real human of the leader's level,
which is the invariant a hireling must never break.
Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
Every spell lookup in the engine is keyed on a Matrix user id and answered
by a dnd_* table. The companion has rows in none of them, deliberately — a
sheet on disk is what would turn him into a real character everywhere. So
the auto-picker's first statement, LoadDnDCharacter(uid), came back nil and
returned "attack", every turn, for the whole fight.
A hired Cleric swung a mace while the party died. Role-fill hands a lone
martial a Cleric, so that was the common case of the feature.
Adds a seat-scoped spellbook: seatKnownSpells / seatSpellSlots /
seatKnowsSpell / consumeSeatSlot / refundSeatSlot. A human seat delegates to
the DB functions verbatim — same queries, same order — so solo combat and the
balance corpus are untouched (both goldens byte-identical). A companion seat
is answered from his synthetic sheet and a slot ledger on his seat's
persisted statuses. The seat is the correct home and not merely the available
one: every expedition hires the same @pete, so a store keyed on his user id
would have two parties sharing one pool of slots.
He gets the same default kit a real character of his class and level gets.
The below-median stays where it was — the level penalty, the never-Masterwork
gear, the absent subclass and magic items. A bespoke weaker spell list would
be a second nerf hidden in a different file.
castActionForSeat was also a live hazard: it loaded the caster through
ensureCharForDnDCmd, whose auto-migration branch, handed a user with no sheet,
builds one at level 1 and *saves* it. Pointed at the companion that silently
makes him a player. He now takes a branch that never reaches it, and a test
counts rows in dnd_character / dnd_known_spells / dnd_spell_slots /
player_meta to keep it that way.
Measured, 640 runs/arm (10 classes x L10,L12 x 4 zones):
solo 66.1%
+ Pete, mace-only (HEAD) 83.4% (+17.3pp)
+ Pete, casting 95.9% (+29.8pp)
The fix does what it should. It also lands on top of an unpaid §2(a): the
mace-only arm shows Pete was ALREADY a carry, taking the trailing band from
6.8% to 63.6% without casting a thing. The tell is the cleric leader, who
role-fills a *Fighter* Pete — a seat this commit cannot touch — and still goes
26.6% -> 98.4%. That is enemy scaling undercharging for a seat, not spells.
§2(a) is next, and is not optional.
Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
N3 widened the combat *roster* from 1 to N but never widened the action model,
the scaling model, or the test net to match. Building the hireable companion
walked into all three. Only one of the four defects found was the companion's;
the rest have been live in prod for every human party since N3.
The party golden did not exist (§5)
Solo combat is pinned exhaustively (7468 lines); the entire N-body layer had
nothing. That is why a healer class that cannot heal shipped without a test
going red. Adds party_characterization.golden (9 scenarios x 5 seeds, incl.
weak and dying seats) and TestPartyCharacterization_OneSeatIsStillSolo, so the
N-body path can never quietly stop being a superset of the balance corpus.
Regenerate only on purpose: -update-party.
No action could target another seat (§1)
Every heal in the engine was self-scoped. A party cleric could not put one hit
point on a friend. Adds turnActionEffect.AllyHeal/AllySeat, `!cast <spell>
@user` and `--target @user` -- the latter has been advertised in !help and
silently swallowed by parseCombatCast since SP2 ("reserved for SP3"). The auto
picker uses it too (simPickAllyHeal), so away-players and engine-driven healers
behave like competent ones. It will not raise the dead.
Corpses kept buffing the boss (§2b)
enemyActionsThisRound counted len(st.actors), dead included -- so a party that
lost a member kept paying for them, and the survivor faced a boss still swinging
at two-player cadence, alone. A death spiral with the arrow pointing the wrong
way. Now counts livingActors(). Party golden moved deliberately for this.
An engine-driven seat was a bool any command could clear (§3)
autoDriveCombat drives a party by dispatching each seat's turn AS that seat, so
a companion's own auto-played move arrived at beginCombatTurn looking like a
player returning to the keyboard and cleared the latch that was moving him. He
then stood in the fight doing nothing while the boss he had inflated killed
everyone. ActorStatuses.EngineDriven is now a persisted seat property that no
command clears, and the driver calls driveEngineSeat instead of impersonating.
"The party" could be empty (§4)
A solo expedition has no expedition_party rows, so asking the roster who was in
the party answered "nobody" -- and every caller fell back to something plausible.
That is how the companion got hired at level 1 for exactly the player the feature
exists for. expeditionParty()/partyHumans() always include the owner.
The companion himself (!expedition hire [class] / !expedition dismiss)
Day 1, leader only, costs coins, role-fills the gap, globally exclusive. He is an
NPC seat and must never become a player: no player_meta, no dnd_character, no
inventory, no DM room -- mint him a player_meta row and
ensureDnDCharacterForCombat will auto-build the news bot a real character, and
he starts appearing in the graveyard and filing death notices about himself.
Mail and seats are different sets: he fights, he does not get written to.
Measured on millenia, n=750/arm. Before these fixes he was -28pp -- worse than no
companion at all. After: solo 48.5% -> 63.9% clear (+15.3pp), with +28.0pp for
trailing players and +2.0pp for leaders. Help, never a carry.
The solo golden is byte-identical throughout: solo combat provably did not move,
and the balance corpus is intact.
Known gap: the companion cannot cast (castActionForSeat loads a sheet from the DB
and he has none by design), so a hired Cleric is still just a bad fighter.
Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
Five correctness fixes from a code review of the N5 branch:
- Robbie no longer sweeps/sells cross-zone keys (Type "key"), which
permanently broke the vault unlock they exist to open.
- Robbie's gift tier now reads the canonical DnD level, not the frozen
legacy CombatLevel that pegged every gift at tier 1.
- Boss epilogue (D1b) now fires on the compact autopilot boss resolve —
the primary long-expedition path — not just manual !fight. Deduped the
two manual sites into a shared writeBossEpilogue helper.
- Finale reward latches epilogue_cleared before granting the Legendary +
title, so a failed/late write can't make the reward repeatable.
- Misty arc beat's occupied-slot guard moved above the counter increment,
so a contended pending slot defers the encounter instead of consuming a
5/15/30 beat forever.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
- Boss epilogues: a 2-3 sentence campaign capstone per zone boss, tying
each kill to the Hollow King arc. Appended to the boss-down moment in
both close-out paths (finishCombatSession solo, finishPartyWin party),
gated on the boss room (!elite) so it fires for any boss kill —
expedition or legacy !zone — and never for elites or the arena (which
has no ZoneID entry). Forest of Shadows is the King himself; its
epilogue frames the fall as a shed shell, leaving the arc for the finale.
- TwinBee digest reactions: a journal page found mid-expedition writes a
"journal" log beat; the end-of-day digest emits one first-person,
deterministically-picked TwinBee line reacting to the day's pages. No
net-new DM — it rides the existing night-camp digest.
Golden byte-identical; go test ./... green.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
The P8 diff scaled the enemy's max HP ×1.15 for parties at persist and
per-turn rebuild, but the !fight command's own template stayed unscaled:
the entry banner reported the pre-scale HP, and the opening-round settle
resolved the enemy against the wrong MaxHP ceiling (regen clamp, bloodied
threshold). Mirror the scalar for the banner and align the in-memory
template before the settle. Solo scales by 1.0, so it is untouched.
Also extract enemyActionPlan() so both combat engines share the one
load-bearing action-count computation instead of duplicating it.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
Both the solo (finishCombatSession) and party (finishPartyWin/Loss) close-outs
carried hand-copied lists of the same terminal effects. Item A drifted exactly
there. Hoist the effects into three shared helpers so the lists can't diverge:
- applyOwnerWinEffects: kill record + room threat + boss-defeat threat, once
through the owner; returns bossOnExpedition.
- grantSeatWinXP: near-death calc + XP grant, per seat.
- endRunOnLoss: mood event (death only) + run/expedition teardown, shared by
the Lost and Fled paths.
Player-facing text stays divergent (it legitimately differs) and the
roster-size death-on-win rule (item E) is untouched. Pure extract-and-call;
full plugin suite green.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
The doc's item M claimed all three mage subclass spell hooks were dead on the
turn path because applyMageSubclassSpellHooks had one caller. It has three.
resolveTurnSpell has called it since 5cd343a, so Empowered Evocation and
Overchannel always worked -- they only move mods.SpellPreDamage, which
resolveTurnSpell returns as EnemyDamage.
Grim Harvest was the real defect, with a narrower cause: the hook wrote
mods.GrimHarvestSlot into a local CombatModifiers that resolveTurnSpell
discarded, because turnSpellOutcome had no field to carry it out. A Necromancy
Mage who killed with a spell in a manual fight never healed.
The stash can't ride on fight-start mods the way auto-resolve's does -- the
spell is cast mid-fight and the turn engine rebuilds combatants every round --
so it rides on the casting seat's ActorStatuses, like ArmedAbility. Each
damaging cast overwrites it; snapshotActor carries it across commit().
grimHarvestHeal also scanned for the *first* spell_cast event to ask whether
the spell landed the killing blow. Auto-resolve casts once, pre-combat, so
first == last there. A turn-based mage casts every round, so a non-lethal
opening cantrip vetoed the heal the killing spell had earned. Now scans for the
last spell_cast -- provably identical on the auto-resolve path, so the golden
corpus does not move.
Balance: a caster buff on the manual surface only, and the one the subclass was
written to have. Auto-resolve already paid it out.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
A. An armed ability lasted one round of a turn-based fight.
buildZoneCombatants called applyArmedAbility, which applies an ability's mods
*and* clears ArmedAbility and saves the sheet. The turn engine calls that
builder again on every !attack / !cast / !consume, so round 1 fired the ability
and disarmed the character, and every later round rebuilt them with none of its
mods. A Berserker paid stamina for a single round of BerserkerRage /
RageMeleeDmg / PhysicalResistRage / FrenzyDmgBonus. Every entry in
dndActiveAbilities had the same shape. mods.BerserkerRage was not merely unread
at close-out — by then it no longer existed.
Split arming into its two halves:
consumeArmedAbility(c) mutates: disarms, saves, returns the id. Once,
at fight start.
applyAbilityByID(c, id, mods) pure: no DB write, no disarm. Safe on every
rebuild. (No ability's Apply writes to the
character, so this really is pure.)
armAbilityForFight(c, mods) consume + apply, for the auto-resolve callers
that build and fight in one breath.
buildZoneCombatants now takes the already-consumed id and re-applies it. The id
rides on ActorStatuses.ArmedAbility, seeded per seat at fight start, so
partyCombatantsForSession reproduces the ability every rebuild and the close-out
can still see that a rage fired.
The close-out itself: postCombatBookkeeping now carries grantCombatAchievements
+ persistDnDPostCombatSubclass, and all four close-outs route through it —
runDungeonCombat, runZoneCombatRoster, finishCombatSession,
finishPartyCombatSession. It fires on every terminal status, not just a win: a
Berserker who rages and loses is still exhausted, which is what auto-resolve
always did.
Also: buildFightSeats and runZoneCombatRoster consumed the ability before the
checks that could sit a seat out, so a downed member was disarmed for a fight
they never joined. The refusals now run first.
B. Six unlocked read-modify-writes against the shared supply pool.
updateSupplies rewrites supplies_json wholesale, so a caller folding its delta
onto an *Expedition it read earlier discards whatever landed in between.
Handlers run one goroutine per event, so those writers genuinely interleave.
All six now go through withExpeditionSupplies, which takes advExpeditionLock,
re-reads the row, hands the closure the fresh copy and persists what it returns:
nightRolloverBurn (forage + burn in one write), grantTwoWeeksCache,
advanceToNextRegion's transit burn, campPitch, pitchAutopilotCamp, and the
ambient pack-rat drain. expeditionCmdAccept's hand-rolled lock folds onto the
same helper. expedition_sim.go is left alone: single-threaded, takes no locks.
Known consequence, for the balance track: trySimAutoArm used to live inside the
rebuild, so a simulated Fighter (second_wind) or Cleric (healing_word) re-armed
and re-spent a resource every round of every elite/boss fight. expedition-sim
drives those through the turn engine, so every prior expedition-sim corpus
overstates those two classes. Re-baseline after this, not before.
Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
Five bugs found reviewing n1-restoration end to end.
beginCombatTurn settles any phase the engine owes before reading whose turn it
is. That settle can end the fight — and the old code then answered "you're not
in a fight" and returned. The terminal status was already persisted, so nothing
ever paid the party out: no XP, no loot, no death recorded, no run teardown. The
reaper cannot recover it either, because listExpiredCombatSessions filters on
status='active'. Close the fight out there, the way the !fight start path and
the reaper already do.
A party member was permanently soft-locked when their leader extracted and never
resumed. seatedExpeditionFor (the guard) spans 'extracting'; expeditionForMember
(what !expedition leave resolved through) saw only 'active'. So the member was
refused any new adventure by the guard and told "No active expedition" by the
command the guard points them at, with nothing sweeping stale rows and only the
leader able to clear one. Resolve the exit through the same lookup as the gate.
updateSupplies overwrites supplies_json wholesale, and expeditionCmdAccept folded
a member's packs onto a snapshot read before the coin debit, unlocked. Handlers
run one goroutine per event, so two invitees accepting genuinely interleave and
one member's packs vanish. advUserLock cannot help — it is keyed by sender, so
racing members take different mutexes. Add advExpeditionLock and re-read the pool
under it. Closes accept-vs-accept; the six other updateSupplies callers still
race and are written up separately.
runHarvestInterrupt picked an elite enemy and elite narration off a local `elite`
flag, then passed a hardcoded false as isElite to closeOutZoneWin. dropZoneLoot
gates masterwork on isBoss||isElite, so beating an elite interrupt skipped the
masterwork roll and took standard treasure weight — while the same elite fought
via !zone paid out correctly.
arenaSeasonRollover marked its job complete even when recordArenaSeasonTitle
failed, and JobCompleted short-circuits every later run for that quarter, so a
transient SQLite BUSY lost the crown forever. Defer completion on failure; the
insert is ON CONFLICT DO NOTHING against PRIMARY KEY (season, kind) and a past
season's data is frozen, so the retry is safe.
Also: drop dead partySurvivors, collapse the zoneCombatRoster alias into
fightRoster, route partyCasualtyLine through joinNames, fold four copies of the
expedition column projection into expeditionSelectCols, stop replyDM sending a
blank DM, and correct two doc comments describing a path that no longer exists.
Deliberately not fixed, with reasons, in gogobee_code_review_followups.md — most
notably that both turn-based close-outs skip grantCombatAchievements and
persistDnDPostCombatSubclass, which the auto-resolve paths run.
`!fight` seats the expedition's roster instead of the one player who typed
it. Seat 0 is the leader, always: the session row is theirs, the lock is
theirs, and `!flee`, the fork, and `!extract` stay their call.
A monster that wins initiative now swings before anyone speaks. The session
layer used to park every new fight on a player_turn, which is true of the
hardcoded solo order and a lie about a party's -- the enemy would forfeit
round 1 and nobody would notice. `startPartyCombatSession` rolls the order
and sets the phase from it; `handleFightCmd` settles the round before it
announces, so the opening block narrates the hit rather than quietly
showing its damage.
Members were invisible to two commands that had no business ignoring them:
`!cast` queued a spell for "next combat" while its caster was standing in
one, and `!rest` healed a seated member to full mid boss fight. Both now
resolve through the party.
Nobody leaves without an answer. A downed member's `!fight` opens the
party's fight and tells them why they are not in it. The leader's `!extract`
reaches everyone it drags out of the dungeon, and everyone rolls for what
moved into their house while they were gone.
Supplies burn at 50% x N x 4/5 -- a party eats more than one and less than
N. The ratio is exact: 0.8 as a float truncates a party of three to 119%,
a permanent tax nobody would have found.
Solo is untouched, byte for byte. One seat means one build, one INSERT, no
participant rows, the same RNG draws in the same order -- the combat
characterization golden does not move, and neither does the balance corpus.
A solo fight is a conversation: the player types, the engine answers, and
nothing happens in between. A party fight is a queue, and three things follow.
Turn ownership. Only the seat on the clock may act, so beginCombatTurn resolves
the sender's seat and refuses the rest before anyone spends a slot or burns an
item. A fight lock, because three members typing !attack at once took three
different user locks and the check would have passed for all three: it takes the
fight's lock (keyed on seat 0) then the member's own, always in that order, and
a solo fight -- whose owner is the sender, and sync.Mutex is not reentrant --
takes exactly the one lock it always took. And a turn deadline, because one
member who wanders off must not freeze the other two for the hour it takes the
session reaper to wake up.
The deadline is three minutes, not the plan's sixty seconds. The sweep rides the
existing one-minute ticker, so any deadline really fires in [d, d+1m); and
expeditions here run for days, so the asymmetry favours patience over robbing
someone of their boss turn while they read the room on their phone. A lapse
latches that seat onto the auto-picker for the rest of the fight, so an absent
member costs the party one wait rather than one per round. Typing anything hands
the wheel back. Solo is never swept.
Three seat-0 leaks fixed on the way past, all of which would have surfaced as
the leader quietly doing everyone's business:
- mid-fight buffs folded into the session's embedded ActorStatuses, so a
member casting Shield on themselves would have armoured the leader;
- pickAutoCombatAction read sess.PlayerHP and Statuses.ConcentrationDmg, so
playing an away member's turn would have healed the wrong person and
re-armed the wrong aura;
- runCombatRound rested on any player_turn, and a downed seat still holds one
-- the round would have come to rest on a corpse and waited for a dead
member to type !attack. settleCombatSession drains it. beginCombatTurn
settles before reading the clock, which also fixes a latent solo bug: a
fight interrupted mid enemy_turn resumed parked there and silently ate the
player's next !attack.
The narration turned out to be written in the second person -- "You score 9
damage", "A hit gets through your guard" -- so swapping a name per seat would
have told three people they each landed the same blow. A round is rendered once
per reader instead: your own events go through the untouched flavor pool, your
allies' through a terse third-person summary. CombatEvent carries the seat to
make that possible, stamped once per phase step rather than at the twenty-odd
append sites in the primitives, which emit against the cursor and know nothing
of seats.
Closing out fans along the seam the data model already cut. Threat, the
zone-kill record, the boss-defeat drop and the run teardown all resolve through
getActiveExpedition or getActiveZoneRun, and a member owns neither row -- so
they fire once, for the owner. Fanning them out would have tripled the threat a
single kill costs. HP, XP, loot and death are the character's, and every seat
gets their own. A member can be dead in a fight the party won, so death is read
per seat off HP, not off the session's status.
The reaper stays attack-only. Finishing an abandoned fight should not quietly
burn the player's spell slots and potions; the deadline latch does use the
picker, because that member is mid-fight with a party waiting on them.
startPartyCombatSession has no production caller yet -- handleFightCmd still
opens a solo session. P6 seats the party.
TestCombatCharacterization is byte-identical: solo balance did not move.
Treasure, masterwork, and consumable drops each had zero call sites: they
only ever fired from the legacy daily activity loop, which adventure.go now
intercepts with a deprecation DM. Hook all three to the zone-combat seam.
A1 - treasure: rollAdvTreasureDropDetailed takes a weight, applied to the
base rate. Boss x4, elite x2, standard x1, plus one x1 roll on zone clear.
Near-miss DMs now fire only for weighted moments; at x1 on autopilot they'd
land on ~3% of every kill.
A2 - masterwork: the catalog is keyed to mining/fishing/foraging, so the
dungeon lookup returned nil and the hook would have been a silent no-op.
masterworkDefForZone rolls across all three slot lines at the zone's tier.
Flavor now follows loc.Activity rather than the item's catalog line, with a
new dungeon pool - a crypt boss must not narrate a pickaxe striking ore.
A3 - consumables + ingredients: the audit found more than the four named
ingredients were stranded. generateAdvLoot is reachable only from
resolveDungeonAction, which has no callers, so all four legacy loot tables
were dead and every one of the 12 recipes was uncraftable. rollZoneIngredient
draws from those tables directly at the zone's tier, reviving them wholesale
rather than re-keying 24 ingredients into the per-zone slates.
Diagnosed a cleric "death loop" (L14 dying at T2/T3 bosses while
over-levelled): the boss isn't overtuned — caster sustained DPS is
under-delivered, compounded by a fragile healer build.
Engine fix — concentration AOE re-tick:
- Concentration damage spells (spirit_guardians, heat_metal, spike_growth,
call_lightning, flaming_sphere) now tick the enemy every round at
round_end instead of resolving as a one-shot, via a new
CombatStatuses.ConcentrationDmg armed on cast and round-tripped through
the turn engine. Closes the long-tracked turn-engine concentration gap;
the burst still lands the casting round, then the aura lingers.
- Sim picker skips re-casting an already-active aura (models competent play
and prevents a burst+aura double-dip). Re-baseline (n=30 sweep + n=100
confirm): bard +47pp T3 (heat_metal), druid +3-7, cleric/mage flat,
fighter unchanged — no regressions.
Player-data bootstraps (idempotent, run once on Init):
- bootstrapCasterSpellBackfill: ensureSpellsForCharacter only seeds an empty
book, so defaults added after a character's roll never reach it. Backfill
missing defaults into known+prepared for existing casters (gives the
affected cleric inflict_wounds + a working healing_word, since her
healing_word_spell is a dead alias).
- bootstrapGrantStarterPet: one-off L10 pet for an endgame player who never
got the morning arrival roll; adds per-round proc damage + deflect.
- TestScenario_JosieCasterAid verifies both against a copy of the live DB,
incl. idempotency.
Also fix a pre-existing wall-clock flake in
TestFireBriefings_EventAnchoredActivePlayerDelivers (start_date defaulted to
real now, filtering the row out when the suite runs after 06:00 UTC).
Boss-only tuning at the L15/L16 mid-range (D8-f #2 had tested T5 at the L12
floor where everything walls). The two T5 zones needed opposite treatment:
- dragons_lair (infernax): impossible wall, leaders 0-2% -> HP 546->405,
AC 22->20, frightful-presence stun 0.80->0.40, multiattack 49->42.
- abyss_portal (belaxath): leader faceroll 88-92% -> HP 262->300, AC 19->20,
multiattack 40->41.
Final n=50: leaders 61% at L15 (both zones), 72-79% at L16 -- same
leaders-define-band shape as T4; casters ~0% (J3 caster-track gap, not
monster-tunable). Bosses are the sole binding lever (every run decided at the
boss; standard/elite pools already survivable).
Also harden handleFightCmd: a malformed bestiary entry with an empty ID was
silently persisting an enemy-less combat session that spun to autoDriveCombat's
200-round cap. Now treated as a bestiary miss (fail loud). Writeup:
sim_results/t5_findings.md (gitignored).
Prod autopilot resolved boss/elite fights inline via SimulateCombat, which
swings the enemy once per round (Combatant has no ID to look up the SRD
multiattack profile). Manual !fight uses the turn engine, which loops the
full profile — so autopilot players faced strictly weaker bosses than
manual. D8-e confirmed this is the gap, not a turn-engine artifact.
- Promote the sim's autoResolveCombat/simPickCombatAction to shared plugin
methods autoDriveCombat/pickAutoCombatAction (single source of truth; the
sim now calls the same code prod does).
- Add MessageContext.Silent + a replyDM helper; the turn-engine combat
handlers route their DMs through it so the background autopilot can drive
the real !fight/!attack engine without spamming a DM per round (the EoD
digest summarizes the outcome).
- tryAutoRun now calls runAutopilotWalkDriven (inlineBossCombat flipped
true->false): walk->fight->walk loop so one tick still covers ~autoRunRoomCap
rooms, but boss AND elite now face the player's full kit against the
enemy's full multiattack. Loss surfaces as stopEnded (run already
force-extracted by finishCombatSession).
Trash mobs stay on the fast inline path. GOGOBEE_SIM_INLINE_BOSS=1 A/B
toggle preserved. Build + plugin tests green; sim smoke-run unchanged.
The live turn engine only struck once per fight and never rolled pet
deflect or whiff, so pet armor (deflect-only) bought nothing in real
runs. Roll pet attack each player turn and roll deflect/whiff per enemy
turn, mirroring the auto-resolve engine; retire the one-shot pet-proc
machinery (rollCombatSessionPetProc / PetProcReady).
(cherry picked from commit a0e41c97801e500efad13c7e9a06be4c345e464e)
On an expedition the autopilot drives the walk, so the manual Elite/Boss
fight close-outs and per-room next-room lines pointed players at the wrong
surface (`!zone advance` instead of `!expedition run`). Route every
"keep moving" prompt through continueHint(), which picks the verb by mode.
Special-case the boss victory to read as the expedition win.
(cherry picked from commit 30b51b91445f3bb9680cd252df6c761e3ce61d0a)
Run-loss paths (turn-based elite/boss death + flee, exploration combat
death/retreat, interrupt/patrol death) abandoned the zone run but left
the wrapping expedition row at status='active', so the ambient ticker
kept DMing about a dungeon the player had walked away from.
Adds forceExtractExpeditionForRunLoss helper and wires it into every
run-loss site; ambient ticker also skips when the expedition's run is
no longer active as a safety net.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
B4: Slot classifier no longer treats "Springing" / "Snaring" / "Devouring"
as ring matches; tokenises by word boundary instead of raw substring.
Adds DnDSlotCloak so cloaks/capes/mantles/wings stop evicting body armor
from the chest slot. Regenerated magic_items_srd_data.go: boots_of_*,
gloves_of_missile_snaring, bag_of_devouring, talismans, and 6 cloaks all
land in the right slot.
R4: equipMagicItem swap-back returns the prior occupant at full Value
instead of half — swapping a curio shouldn't tax it.
R5: Attunement count is recomputed *after* the swap-back so freeing the
prior occupant's bond opens the slot for the incoming item.
R1: Inventory tags magic_item rows with 🔮 + rarity label and prints a
single equip-magic footer when any are present.
R6: Sheet's Magic Items block marks unbonded items as **(inactive)**
with the reason (cap full vs unbonded), so over-cap items aren't silent.
R7: New activeMagicItemsLine surfaces a one-shot "your curios stir: …"
at combat-start in both the dungeon path and !fight, mirroring the way
class passives are surfaced.
R8/R9: dropMagicItemLoot pretty-prints rarity, drops "wondrous", calls
attunement "needs bonding", appends "auto-uses in combat" for
potions/scrolls, and routes persistence errors to slog instead of
leaking %v into chat.
R2/R3: Curios shelf now shows "Very Rare" not "very_rare", drops the
bare "wondrous" word (the effect line carries it), renders the codified
magicItemEffectSummary above the SRD desc, and ends with a one-line
plain-language "what is bonding" footnote.
R10: Curios stock day flips at 06:00 UTC instead of midnight so EU
players don't see a fresh shelf at 1 a.m. mid-session.
R11: Curios buy resolver disambiguates fuzzy matches — typing "ring"
when several rings are on the shelf lists candidates instead of
silently selling the first.
P1: Greeting grid pairs Curios with an Exit chip so the 2-column
emoji layout doesn't dangle.
P2: Equip-magic empty state trimmed to one line.
P4 (back-from-curios reprompt) deferred — the existing back-flow is
correct, just verbose; not worth the surface-area expansion this
session.
Tests: word-boundary classifier, cloak/chest coexistence, full-value
swap-back. go test ./... + go vet clean.
Drops D&D-handbook syntax from the player-facing caster UX in favor of
verbs and feelings (per feedback_accessibility_over_dnd_crunch).
R12 — Drop "Spell DC: N / Spell Atk: +N" line from the spellbook view.
The numbers are pure handbook noise; the engine still computes them.
R13 — renderSlotLine swaps "L1 3/4 · L2 1/3" for "Level 1 ●●●○ · Level 2
●○○○". Filled bullets = energy left, hollow = spent.
R14 — Caster passive Description strings rewritten outcome-first: no
"+5%", no "scaled by your Charisma". Verbs and texture instead. All ten
class passives reworded; mechanics in applyClassPassives unchanged.
R18 — Class menu drops the "(d8, INT/WIS)" suffix → "**Mage** — INT &
WIS". The HP-die number was leaking implementation. !setup class confirm
line gets the same treatment.
P5 — Spellbook headers: "Cantrip" → "Cantrips", "L1" → "Level 1".
P6 — Cast queue line: "_(upcast to L2)_" → "_(empowered)_". Queued-line
in the spellbook view follows suit — drops "(L2 slot)" for "(empowered)"
when the slot is above the spell's base level.
P8 — Comment-convention marker added to dnd_passives.go and
dnd_subclass_combat.go file headers: `// internal note (not user-facing)`
flags Phase 2/3 tuning history so future codegen doesn't lift it into
Description / Flavor strings.
P9 — Spellbook line drops the duplicate "(can learn N more)" trailer —
the "%d / %d" already conveys remaining capacity.
Bonus cleanup. The two Arcane-Trickster slot-ceiling errors ("Arcane
Trickster L5 only has up to L1 slots.") and the "No L1 slot available"
out-of-energy messages get the same jargon scrub: "At level 5, your
Arcane Trickster magic only reaches level-1 spells." / "You're out of
level-1 energy."
Tests. Full plugin suite green; no test pinned the old strings.
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>
Replace the MVP turn-based round renderer with RenderTurnRound, which
reuses the full auto-resolve narrative pools for shared combat events so
TwinBee's voice is identical across both engines. Only the four
turn-specific actions (flee, spell_held, spell_cast, use_consumable) get
new pools.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
CombatStatuses now mirrors every persistent combatState one-shot —
depleting resources (ward/spore/reflect/autocrit/arcane-ward/heal-
charges), once-per-fight class/race/subclass flags, and accumulated
buff stat deltas. resumeTurnEngine restores them; commit writes them
back in place. Fixes turn-based bugs where Orc rage, Halfling Lucky
reroll, and the Assassin first-attack bonus re-fired every round and
Abjuration Arcane Ward did nothing.
Buff spells and buff-type consumables (ward/atk/def/crit/spore/reflect/
auto-crit) are now usable mid-fight: a flattened-delta model diffs the
reused applySpellBuff/ApplyConsumableMods math against a throwaway
combatant, folds the marginal effect into the session, and re-applies
the persistent stat deltas onto the rebuilt player each round. Pure-
utility spells diff to nothing and are refused before a slot is spent.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Turn-based Elite/Boss fights gain !cast and !consume as player-turn
actions, so casters and item-users make decisions per round instead of
pre-queuing a single effect. The command handler validates and resolves
the spell/item into a pre-rolled turnActionEffect; the engine just
applies the HP deltas and flows on into the enemy turn.
Scoped to effects that resolve within the casting round: damage, heal,
and control spells, plus heal/flat-damage consumables. Buff and utility
spells and buff-type consumables are refused without spending the
resource — they need cross-round stat persistence, a later sub-phase.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Routes Elite/Boss rooms off the auto-resolve SimulateCombat path and onto
the persisted turn-based engine. !zone advance now stops at an Elite/Boss
doorway; the player engages with !fight, then resolves one full round per
!attack / !flee. A won CombatSession is the record that the room's combat
is done, so a fresh !zone advance clears the room and advances the graph.
- buildZoneCombatants: shared player/enemy Combatant builder extracted from
runZoneCombat; combatantsForSession rebuilds the pair from a session row.
- runCombatRound loops the phase state machine through a whole round;
finishCombatSession runs HP/XP/loot/kill/threat/mood close-out.
- getCombatSessionForEncounter lets the room resolver tell "already won"
apart from "not yet fought".
- !zone advance/enter/go blocked while a session is active.
- resolveBossRoom deleted (dead after the reroute).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>