Commit Graph

2 Commits

Author SHA1 Message Date
prosolis
d93dc4faa4 Adventure: skip overlevel penalty when no higher tier is accessible
Previously, advOverlevelMultiplier penalized every action where the
player's effective level exceeded the location's MinLevel by 4+, with
no escape valve. That punished players grinding at their max-available
tier (e.g., a level 50 character at the highest mining location they
qualify for, with nothing higher unlocked).

Now: the multiplier short-circuits to 1.0 when no accessible higher-tier
location of the same activity exists for that player. Signature changed
from (effectiveLevel, minLevel) to (effectiveLevel, *AdvLocation) so the
helper can scan the activity's location list. combat_bridge.go updated
to match.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-28 22:36:17 -07:00
prosolis
7c450aaefb Add forward-simulating combat engine with consumables, monster abilities, and narrative rendering
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>
2026-04-18 01:05:22 -07:00