P0 — actual bugs:
- eldritch_blast: SRD-imported "Whatever" placeholder leaked to players;
overlay added in dnd_spells_data.go.
- Battle Master disarming_attack + parry: math.Max on multiplicative
DamageReduct was a no-op vs the 1.0 default. Switched to *= and added
regression tests covering the stacking case too.
- Extended TestSpellDescriptionsAreJargonFree to catch "Whatever",
trailing ellipses, mid-word truncation, and empty-size phrases. This
surfaced 4 more genuinely-broken SRD descriptions (find_familiar,
clairvoyance, glyph_of_warding, teleportation_circle); all now
overlayed in dnd_spells_data.go.
P1 — UX hygiene:
- Setup completion now nudges new casters toward !spells/!cast.
- Magic-item attunement vocab unified to "bond" everywhere user-facing;
renamed the Treasures sheet section to avoid clashing with the bond
vocab.
- Ambient DM footers stripped of "Threat +N" / "Supplies −N SU" hidden-
meter leakage; verb-form footers instead.
- !expedition status defaults to a days-left + threat-label summary;
raw SU / threat-out-of-100 / zone-stack / roll-modifier moved behind
`!expedition status --debug`.
- !zone taunt/compliment help text dropped the "(mood −10)" / "(mood +5)"
numerics that turned the hidden TwinBee-mood mechanic into a min/max
knob.
- TwinBee pronoun pass: switched she/her to singular they on the two
surfaces I touched plus achievements.bj_beat_twinbee.
P1 — correctness/scale:
- adventure_shop curio purchase now guards the euro.Debit bool return
before inventory grant + pot cut; the GetBalance preflight isn't
enough since a concurrent blackjack/lottery debit can slip the balance
across BLACKJACK_DEBT_LIMIT between read and write.
- equipMagicItem reordered: remove inventory item BEFORE equip, with a
best-effort rollback if equip fails. The prior order left a dup
window if the inventory delete tripped on a transient DB error.
- magicItemsByRarityCache promoted to sync.Once — concurrent cold-start
loot rolls otherwise raced on the lazy assignment.
Stale-audit verifications (no code change needed):
- light / druidcraft / water_walk overlays already exist and win the
SRD merge — the broken raw text never reaches players.
- bootstrapPhase5BHPRefresh is already wired at adventure.go:228.
Deferred:
- combatantsForSession per-turn 6-load DB chatter (perf P1-A): touches
the hot combat path; needs its own test pass before shipping. Tracked
in memory at project_combat_session_cache_deferred.
go vet clean; go test -race ./... green (229s).
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.
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).