Spiritual Weapon used to ride the pet-attack channel, so a petless
cleric saw "🐾 Your faithful companion" each round and couldn't tell
the spell was firing. Split it to SpiritWeaponProc/Dmg with its own
✨ flavor; damage now scales with spell mod + upcast.
Rest also fired mid-dungeon — only the autorun honored RestingUntil,
the !rest commands themselves had no gate. Block both short and long
rest when an expedition or combat session is active.
The class-identity audit (98ba416) wired Extra Attack via the new
resolvePlayerSwings helper, but only SimulateCombat (auto-resolve)
called it. The turn-based engine — every !fight/!attack and every
elite/boss gate the sim drives via autoResolveCombat — still called
single-swing resolvePlayerAttack, so Fighter L11+ got 1 swing/turn at
the gates instead of 3. The audit close-out was correct in spirit but
half-applied.
J1 baseline matrix surfaced it: Fighter L12 cleared 100% of T2 forest
but 2% of T3 manor and 7% of T4 underdark, with %boss_reached at 100%
across the board. The wall was the boss-room damage exchange, not
mid-zone attrition. Trace dump on a sample fight: Fighter dealt 79
dmg in 14 rounds (7 hits / 9 swings) — exactly one swing per round —
versus 167 enemy dmg. With multi-swing wired in, the same fight ends
in 7 rounds with the boss dead, Fighter at 87/168 HP, 16 hits in 19
swings.
n=100 matrix after the fix:
Fighter L12 manor: 2% → 100% clr
Fighter L12 underdark: 7% → 98% clr
Fighter L12 forest: 94% → 100% (no leader regression)
Mage cells unchanged (J2 territory). Rogue cells within noise.
Sim infra changes that landed alongside (needed to read the J1
signal):
* expedition_sim auto-arms class-default defensive abilities
(Second Wind / Healing Word) via the new simAutoArmEnabled toggle
+ trySimAutoArm helper, hooked before applyArmedAbility in both
combat builders. Production code paths untouched (toggle stays
off). Without this the sim simulated a player who never types
!arm, which under-counts class survival.
* SimResult.Combats captures per-fight turn-log summaries (rounds,
hits/misses, damage by side, AC values inferred from RollAgainst)
so future J-phase questions can dig into the engine without
re-running the matrix.
* sim_results/run_matrix.sh fans the matrix across (class,level,zone)
cells via xargs -P (one process per cell — each owns its global
sqlite handle). ~6× wall-clock speedup on a 14-core box; n=100
matrix runs in ~3min.
* sim_results/summarize.sh gains p50_yld_clr + %boss_reached columns
so future sweeps don't conflate "reaches boss" with "clears zone".
Baselines:
sim_results/baseline_j0_n100.jsonl — pre-fix (1350 rows)
sim_results/baseline_j1_extra_attack.jsonl — post-fix (4500 rows)
Phase J state: J0 baseline locked, J1 done. T5 dragons_lair still
0% clear universally (J3). Mage T2+ wall still real (J2).
Magic items now reach players through three surfaces: zone loot drops,
Luigi's "Curios" shelf, and combat effects. Effects are formulaic
(Rarity scalar x Kind), mirroring the bestiary tuning pass, with an
empty magicItemEffectOverlay as the hand-authored refinement path.
- magic_items_gameplay.go: rarity index, magic_item_equipped persistence
(new table, DnDSlot-keyed), codified effect formula, applyMagicItemEffects
combat hook, potion/scroll -> ConsumableDef bridge, !adventure equip-magic
- dropZoneLoot: 15% magic-item substitution roll by tier rarity
- Luigi's Curios category: daily UTC-seeded 8-item rotation
- combat_bridge / combat_session_build: applyMagicItemEffects after passives
- consumableDefByName falls through so loot/shop potions auto-resolve
- renderDnDSheet: new Magic Items section
Equippable items live entirely in the DnDSlot scheme, separate from the
legacy tier-gear. Attunement items equip inert until attuned (3-slot cap).
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>
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>