- Camp: campLocationCheck rejects only on live combat; no-encounter and
post-kill rooms are campable (kills the misleading "clear it first").
- Fork: markActedToday moved after the pending-fork early-return so spamming
!zone advance at a fork no longer keeps the daily streak alive.
- Pet whiff/deflect: single proc spent on the first multiattack swing only
(was applied to every swing); also dedups the per-swing event spam.
- Autopilot: background region crossing now runs an HP/SU preflight and
pauses if low, instead of burning a transit day while the player is idle.
- Legacy streak: acted-branch restamps LastActionDate=today so a purely-legacy
actor's streak no longer resets to 1 every night.
midnightReset runs at 00:00 UTC closing out yesterday, but gated idle
shame on HasActedToday(), which compares LastActionDate to today (the
new day). DnD-side players credit the day via LastActionDate only, so
anyone who played yesterday and extracted before midnight read as idle
and had their streak halved. Credit activity on the closing day
(LastActionDate==yesterday) directly, matching the streak-bump branch.
(cherry picked from commit f6cb4889e7e6bfacce41ea40853456b08d6857a9)
Four fixes for the auto-walk loop that was re-clearing the same room
every 15 min while a fork was pending, ignoring the rest lockout, and
not counting expedition activity toward the daily streak:
- advanceOnceWithOpts / runAutopilotWalk now short-circuit to stopFork
when NodeChoices has a pending fork. Stops phantom kills + duplicate
loot drops + fork re-prompts on the same cleared room.
- fireExpeditionAutoRuns honors restingLockoutRemaining so the
background ticker no longer walks through a long rest.
- autoRunCooldown 15m -> 2h, autoRunTickInterval 5m -> 15m. Auto-walk
DMs are now a once-in-a-while ping, not a steady drip.
- markActedToday + HasActedToday recognise LastActionDate. Wired into
!rest short/long, !expedition start/abandon, !extract, foreground
!zone advance, and !zone go so DnD-side activity credits the streak
even when the expedition ends before midnight.
(cherry picked from commit 9e27fd8257a4c92150ad584b393bf5a72270b82c)
Camp rest rules:
• Standard camp now rejects an uncleared room with a clear message
instead of silently downgrading to rough — let the player make the
call rather than spending supplies on a worse rest they didn't pick.
• campLocationCheck treats a room with a resolved (non-active) combat
session as cleared, so the natural "just killed, not yet advanced"
pause still qualifies for a standard camp.
• Reword fortified-camp gating + babysit help to "zone boss defeated"
(cache sites aren't a thing yet) so the requirement isn't misleading.
Map: renderVisitedPath adds a 1-indexed breadcrumb of visited rooms to
!expedition map, so players can reference rooms by index (e.g. !revisit 2).
(cherry picked from commit a38fc77eed888e9790c7a7cff24369b98910b43e)
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)
Mirror runAutopilotWalk's multi-region auto-advance in the headless sim:
on a mid-zone stopComplete (active multi-region exp with a next region),
advanceToNextRegion and keep simulating instead of scoring a premature
"cleared". A transit error there is now recorded as halted, not cleared.
Also fix misleading run-complete wording: a non-boss region clear of a
multi-region zone now reads "Cleared {region}. The way to {next} opens
ahead." instead of "Cleared {zone}. Run complete." New midZoneRegionClear
helper shares finalizeExpeditionOnZoneClear's gating; the path is shared
with manual !region travel, so both autopilot and manual play get it.
(cherry picked from commit 5d2bba70849a0a3fdeac285cc55ea9b8fadea29c)
Extract regionCmdTravel's transit core into advanceToNextRegion (shared
by manual !region travel), then have runAutopilotWalk auto-advance into
the next region on a mid-zone stopComplete instead of dead-stopping the
walk. Transit cost (day + supplies + wandering check) is identical on
both paths.
(cherry picked from commit 8ac09cf3b059a086c431859c8aaaf046aa992342)
Recovers the genuinely-missing half of ade0335 (orphaned on the unmerged
phase-H-harvest-charges branch). 3ed2e1d redid pet *arrival* via the
emergence seam and explicitly deferred the morning event; this closes
that gap.
- deliverBriefing now rolls the 25% morning pet event (petMorningEvent,
already present but only wired into the overworld DM that underground
players never see) and prepends it to the briefing body, granting the
one-day PetMorningDefense buff.
- Add resetAllPetMorningDefense + wire it into midnightReset. The buff was
leaking permanently even on HEAD's existing overworld path — it was set
on the 25% roll but never cleared. Resets the pet_flags_json key in place.
Deliberately omits ade0335's ArrivalPending machinery: arrival is now the
emergence seam's job (3ed2e1d + 978dc5e + 513cf32), so queuing arrival
from the briefing would double-roll it.
finalizeExpeditionOnZoneClear and its wiring into the run-complete seam
were introduced in 73b7809 but that commit never made it into the
current history — it's not an ancestor of HEAD, so the function, its
call site in advanceOnceWithOpts, and its tests were all absent.
Symptom: clearing a zone (boss down, no outgoing edges) set the run's
boss_defeated flag but never flipped the wrapping expedition to
'complete' or retired the run. The expedition sat 'active' pointing at a
boss_defeated run, so getActiveZoneRun (filters boss_defeated=0) returned
nil and the next '!expedition run' errored with 'No active zone run'. The
ambient ticker also kept DMing about a finished dungeon.
Re-apply the bridge verbatim against current HEAD (deps verified present:
IsMultiRegionZone / CurrentRegion / MarkRegionBossDefeated /
completeExpedition / retireAllRegionRuns / AwardCompletionMilestones) and
restore the test.
The emergence-seam roll added in 3ed2e1d covered extract, abandon,
forced extraction, and death-respawn — but not a natural run-complete
(boss down / dead-end node), which is the most common successful
emergence. Players who cleared a run cleanly never got the arrival roll
despite meeting every condition.
Wire maybeRollPetArrivalOnEmerge into the two real run-complete callers
(expeditionCmdRun foreground + the autorun background ticker), gated on
reason == stopComplete. Kept out of runAutopilotWalk itself so the sim
path (which calls the walk directly) never fires arrival DMs.
The analysis path silently normalized junk tokens (BTC/USD, XYZ) to the
default EUR/JPY/CAD set, giving no signal the input was rejected. Validate
tokens up front: crypto symbols get nudged toward the conversion path,
anything else returns an unknown-currency error.
The pet-arrival roll only ran in sendMorningDMs (the 08:00 overworld
morning DM), which is skipped for anyone underground. Expedition players
are almost never in the overworld at 08:00, so the roll never reached
them — the encounter never fired despite the conditions being met.
Move the roll onto the emergence seam via a shared helper
maybeRollPetArrivalOnEmerge, called when a player surfaces alive
(voluntary extract, abandon, survived forced extraction) and on respawn
for underground deaths. Remove the now-dead morning-DM arrival roll.
Story-wise: while the player was out, an animal wandered into the empty
house looking for food.
The 25% morning pet event still rolls only in the overworld DM and has
the same reachability gap; left for a follow-up.
Wire a curated set of crypto assets (BTC, ETH, SOL, XRP, DOGE, ADA, LTC)
into the !fx conversion path only. fxLivePairRate now resolves each side
to units-per-USD and crosses them, so USD/fiat/crypto mix uniformly; fiat
sides still batch into one Frankfurter call, crypto hits CoinGecko's
keyless simple/price with a 60s cache.
Analysis (rate/report/setalert) stays fiat-only on purpose -- a daily
snapshot buy-signal/52w range is meaningless for 24/7 crypto.
resolveMagicEquipReply silently sold the previously equipped curio back
to inventory at full value, but the success DM only named the new item.
Players had to !sheet or !inv to confirm the old one wasn't lost.
Capture the prior occupant's name before the delete and append a
"📦 **<name>** moved back to inventory." line to the equip confirmation
when a swap actually happened.
H3 retired the manual !forage/!mine/!scavenge/!fish/!essence/!commune
verbs from the command dispatcher in e05da91; the underlying handlers
were left parked behind an operator-gated 2-week soak. The expedition
sim has since exercised the auto-harvest path 15k+ times per sweep
across every class, level, and zone — vastly more coverage than the
soak would have collected in production. Pull the dead handlers now.
Removed:
- handleHarvestCmd (dnd_expedition_harvest.go, ~175 lines)
- handleStandaloneHarvest (dnd_zone_harvest.go, ~80 lines)
- dnd_zone_harvest_test.go (three tests against the deleted handler;
the autopilot's standalone-storage path is what runs in prod and is
covered by the cmd/expedition-sim sweep + adv2 scenario test)
The deprecation DM in adventure.go ("Harvest is automatic now — just
walk.") stays for now — muscle memory takes longer than two weeks to
fade and the redirect costs 7 lines.
adv2 scenario test rewired to drive autoHarvestRoom directly.
53 resources affected in dnd_resource_registry.go; Common (mostly already
2), VeryRare, and Legendary untouched. Calibration sim (15k rows, 10
classes × L3/7/12 × 5 zones) lands cleared-run yield deltas at −2.5% to
+4.7% vs the J2b baseline — well within the ±10% DoD band, but with much
less leverage than the plan anticipated.
The finding (sim_results/h4_findings.md): per-room yield is gated by
non-Noise interrupt truncation, not charge count. The Common consolation
bracket (delta ≥ -4 yields +1) already absorbs most of the Josie nerf.
Future yield tuning should reach for resolveCombatInterrupt, not charges
— parked as out-of-scope for this branch.
H4 closes; the phase-H branch can now soak H1/H2/H3/H5 + this bump.
Removes !forage / !mine / !scavenge / !fish / !essence / !commune from
the command surface. Typing one now returns a one-line deprecation DM
pointing at the auto-harvest flow ("Harvest is automatic now — just
walk."). The internal handleHarvestCmd / handleStandaloneHarvest paths
are left in place; operator deletes after soak per plan §H3.
Help text and the supplies-low autopilot pause line no longer mention
the manual verbs.
autoResolveCombat now calls maybeShortRest after a won fight (HP < 60%
or any slots used, charges > 0), mirroring what a competent prod player
does between rooms. Re-baseline at n=100 across the full 10×3×5 matrix
written to baseline_h5sim_all10.jsonl.
Headline (vs baseline_j2a_v2_all10.jsonl, full delta in h5sim_findings.md):
mage L12 manor +8pp, cleric L12 manor +7pp, but bard L12 manor stays at
1pp and bard/cleric L12 underdark still 0. J2c (defaultKnownSpells
damage option at L3+ for bard, L4+ for cleric) is still the lever for
the trailers. Four borderline -9pp regressions on n=100 cells; flagged
for an n=300 re-run before declaring a sim defect.
handleDnDShortRest early-returned when HPCurrent >= HPMax, which dates
from when short rest was HP-only. After H5 (1cd53eb) added the partial
slot refresh, that gate left casters who hadn't been hit unable to
recover slots between fights — the most common slot-attrition scenario.
Loosen the gate: short rest is allowed when HP can heal OR any spell
slot has used > 0. New helper casterHasUsedSlots gates the slot branch.
Martial behavior unchanged (still bails at full HP). Two new tests.
The post-J1 sweep had the casters clustered at 19–22% L12 clear, vs
martials at 70–80%. A per-round trace across 240 boss-room fights showed
why: autoResolveCombat dispatched !attack only — zero spell_casts, zero
mid-fight consumable uses across every caster class. The entire "caster
cliff" was the sim measuring a strawman where casters couldn't cast.
J2a teaches the sim's autoResolveCombat to mirror a competent prod
player: heal at low HP if an inventory consumable is available, otherwise
cast the highest-EV damage spell (slot or cantrip), otherwise swing.
BuildCharacter now seeds the known-spell list via ensureSpellsForCharacter
so the synthetic spellbook is populated. A -trace flag on the cmd
attaches the raw CombatEvent stream to the last combat of each run for
post-hoc diagnostics.
A first re-baseline (n=100, all 10 classes) showed Ranger regressed
-35.8pp — the picker was burning L3 slots on lightning_arrow when
Ranger's weapon chassis (Hunter's Mark + Extra Attack) was the better
play. Added simMartialFirstClass to gate the picker off for Ranger and
Paladin (whose default kit is also weapon-first / no damage spells).
J2c experimented with widening the picker to control + heal spells;
heal-spell preempt cost druid 10pp (slot heals are 10HP vs 40HP
consumables) and control-spell scoring at 22 cost warlock 6.6pp. Both
reverted. Corpora retained under baseline_j2c*.jsonl for the post-mortem
in sim_results/j2b_findings.md.
Post-J2 L12 leaderboard (baseline_j2a_v2_all10.jsonl, n=100):
fighter 80.0, ranger 80.0, paladin 78.4, rogue 76.8,
druid 61.6, mage 53.4, sorcerer 50.6, warlock 48.2,
bard 40.4, cleric 39.0.
The caster cluster is dissolved; martials are within ±5pp of J1 (sweep
noise). Bard/cleric still trail, but it's no longer a sim artifact —
their defaultKnownSpells damage rosters cap at L2 and the picker can't
pick spells they don't have. That's a prod-level fix, deferred.
J3 trace (sim_results/j3_findings.md): T5 dragons_lair walls every solo
class at 0% (Infernax 546 HP vs solo player HP 110–175; ~25% boss HP
eaten before TPK across all classes). Per the J3 plan menu, this is
party-shaped content the engine doesn't yet have parties for. Surface
a TwinBee-voiced heads-up in handleDnDExpeditionCmd's start path and a
matching tag in !expedition list — players see "raid-shaped — solo
runs not yet survivable" before they spend outfitting coin. No combat
or class balance changes.
Files: cmd/expedition-sim/main.go +trace flag; expedition_sim.go picker
+ SimCombatSummary.Events + spellbook seed; dnd_expedition_cmd.go
raidContentWarning + list tag. All baselines + traces + findings
checked in under sim_results/.
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).
Harden expedition-sim with the three layers a real player carries:
race mods (+1 Human across the board), tier-appropriate equipment
(weapon/armor/helmet/boots/tool promoted from tier 0 to a level-mapped
tier), and a lean consumables bundle (2 heals + 1 buff at T2-T4,
3 heals + 2 buffs at T5). Capture material yields in SimResult so
calibration sweeps actually read out the H4 signal.
Three sweeps in sim_results/ (n=10): bare baseline, +gear/race,
+lean consumables. Headline: yield is gated by combat survival, not
charge counts. Fighter and Mage hit a sharp wall at T3+ even kitted;
no class extracts the T5 dragons_lair boss. Tuning charges before
fixing class survival would over-tune against a strawman, so H4
is now flagged blocked on Phase J.
Phase J appended to gogobee_harvest_charges_plan.md:
J0 baseline at n=30, J1 Fighter T3+ wall, J2 Mage T2+ wall,
J3 T5 boss (sim artifact vs over-tuned vs raid content),
J4 validation matrix.
RunExpedition now drives expeditions end-to-end through the production
plugin paths:
- TickDay calls deliverRecap + deliverBriefing with a synthetic clock
anchored on exp.StartDate, advancing one day per call without
real-time waits.
- Autopilot bursts use compact mode so elite gates auto-resolve inline.
- Boss / surviving elite gates are auto-resolved via handleFightCmd +
looped handleAttackCmd until the session flips Won/Lost/Fled.
- Forks resolve to path 1 deterministically.
- SimResult exposes StopCode, Walks, DayTicks, Threat, plus the full
dnd_expedition_log projected as SimLogEntry rows.
SimRunner re-uses production plugin code paths against a fresh sqlite DB —
SendDM no-ops without a Matrix client, so ground truth comes from the DB.
BuildCharacter persists adv+dnd character rows with class-appropriate
ability scores and spell slots; RunExpedition loops !expedition run with
stall detection until the autopilot halts or the expedition closes.
The cmd binary is a thin orchestrator: one flag-driven run, JSON output.
Per-room structured logging, day-cycle fast-forward, and matrix batching
are next session.
Short rest now restores all L1 slots plus floor(level/4) additional slots
at the next-available tier ≥L2, lowest-first. Long rest still does a full
wipe; martials and full-pool casters see no DM change.
Refactor autoHarvestRoom to accept a nillable Expedition and pull harvest
state from per-run storage when none is active. Wire the pass into
advanceOnceWithOpts so foreground !zone advance and the expedition
autopilot share the same Josie-semantics harvest loop. Standalone (no
expedition) skips threat/interrupts/log/region conditions; expedition
mode keeps the existing interrupt + threat behavior.
Replace retry-to-success grind with one-roll-per-charge. Every node
swing — Common through Legendary — consumes a charge regardless of
outcome. Rarity no longer pauses the autopilot.
Removed: autoHarvestPerNodeAttempts cap, isRarePlus filter, RarePending
field, renderRarePendingFooter, stopRareNode reason. Pluralize "fails"
since whiffs are now expected.
Per gogobee_harvest_charges_plan.md H1.
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>
Phase 2 Monte Carlo tuning had papered over four classes whose 5e-defining
mechanics never actually existed in the engine — only flat DamageBonus or
FlatDmgStart compensation riders that hit the right aggregate win rate.
This pass replaces the proxies with the real primitives.
New CombatModifiers fields: ExtraAttacks (additional swings/round, looped
in a new resolvePlayerSwings helper); HuntersMarkDie (per-hit Nd6 bonus,
same path as Sneak Attack); ThornLashDmg (flat counter on landed enemy
hits, fires in resolveEnemyAttack after ward/block).
Fighter L5/11/20 Extra Attack, Ranger L5 Extra Attack + Hunter's Mark
(1→4 d6 by level), Paladin L5 Extra Attack + per-hit Divine Smite
(replaces one-shot opener), Druid thorn lash. Bard College of Valor L7
"Extra Attack" subclass tier converted from +1 attack/+10% damage proxy
to the real primitive.
Post-fix T5 class-balance: martials cluster at top (Fighter/Rogue 0.90,
Ranger 0.89, Paladin 0.88), casters keep their relative ordering, spread
14pp top-to-bottom.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Tedium-removal pass driven by live play feedback. Three big threads:
Expedition autopilot Phase 4 — background auto-run + harvest-until-dry:
- New expeditionAutoRunTicker walks active expeditions every 15min
(5min tick, per-expedition CAS on new last_autorun_at column). Skips
combat sessions, briefing/recap quiet windows, expeditions <30min old.
- Walks up to 3 rooms/tick with compact narration; suppresses DMs when
0 rooms walked or just hitting the per-tick cap (no "stretch complete"
filler). Player only hears from the bot when a real decision is needed.
- Compact mode: one-line combat narration for trash/elite, auto-resolves
elite doorways via the forward-sim engine (boss still pauses). Threaded
via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom.
- Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8
attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses.
- Ambient ticker: anti-repeat by Kind via new last_ambient_kind column
(avoids two pack_rat DMs in a row when the pool only has 6 lines).
- !expedition go <n> now routes to the fork-choice handler when active +
numeric; fork footer rewritten to suggest !expedition go instead of
!zone go. Boss/Elite doorway: formatNextRoomMessage routes the action
hint by next room type and autopilot loop breaks via new nextRoomType
field so "Room X/Y — Boss" doesn't double-print with contradictory
hints (!zone advance vs !fight).
- runAutopilotWalk extracted from expeditionCmdRun so foreground and
background share the loop body.
Rogue Sneak Attack actually exists now:
- Audit found the rogue's "Sneak Attack" passive was AutoCritFirst +
5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this
with a small flat buff; the class's defining mechanic never matched
its tooltip or 5e identity.
- Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in
combat_primitives.go (same lane as DivineStrikePerHit). Scales with
level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20.
- AutoCritFirst + 5% rider retained as bonuses on top of working sneak
attack — preserves the opener-burst feel.
- L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes
from "16 rounds to kill, die in 8" to winnable.
TwinBee voice sweep (Phase B3):
- ~530 line changes across 24 files replacing third-person "TwinBee
notes/files/tracks/respects/..." constructions with first-person
inside flavor string literals. Code identifiers (TwinBeeLine,
twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names
(TwinBee's Bell), achievements, and game-title references in
fun.go (Konami TwinBee ship) left intact.
- Catches a real bug: Valdris fight rendered "TwinBee marks the
Legendary Resistance" mid-combat in third person, contradicting
the Phase B2 convention.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
The May audit's Phase A1 was overstated. Re-verification at HEAD
found:
- TestSpellDescriptionsAreJargonFree already exists with the
proposed regex set and passes.
- .Upcast is dead text (grep across internal/ shows no runtime
reader); audit's Upcast scope was moot.
- All four Description leaks cited by example (bless, command,
create_or_destroy_water, cure_wounds) were already overlaid in
the prior 2026-05 voice pass.
Real residual: 12 SRD-only utility/control entries whose Open5e
prose was bland (but not jargon-leaking). Overlay shims added in
the charm_person voice — second-person, verb-led, lightly wry.
Mechanics (Effect/CastTime/SaveStat/Concentration/AOE/
MaterialCost) preserved from the SRD originals.
Also closes out B1 (help jargon — already shipped) and B2
(TwinBee voice — shipped in Phase B2 voice pass) in the audit
doc; both were re-asserting completed work.
Remaining in the May audit: C1 backup wiring, C2+C3 maintenance
hardening, D1+D2 hygiene. No player-facing P0 left.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 5-B's exit named two follow-ups: T3 below band (manor 39 /
underforge 47 vs 55-75) and the T4 spread (feywild 59 vs underdark
88, 30pp asymmetry). Phase 5-C re-runs the Phase 4-A trace on the
four affected zones under the shipped Phase 5-B cell and applies
roster knobs only (IsElite + SpawnWeight; no bestiary stat-block
touches).
TestExpeditionBalance_Phase5C_OutlierDiagnostic names the killer
per zone:
manor_blackspire (53%): Vampire Spawn (72% win, 42 kills) +
Revenant (16% win, 31 kills at SW=1, can't go lower). First
attempt trimmed VS SW 3 -> 2 and backfired by concentrating
elite share on Revenant (kills jumped to 48); reverted.
underforge (49.5%): Fire Elemental (57 kills, 61hp/win) +
Salamander (33 kills) carry the lethality; Helmed Horror only
100%-win elite but SW=1, no dilution effect.
feywild_crossing (54%): only 2 elites in the pool; Fomorian
(50% win, SW=1) still pulls 25% of elite picks and owns 65
kills.
underdark (86%): Drow at SW=7 fills nearly half of standard
rolls at 100% win / 1.1hp loss -- free-HP filler.
Roster changes:
manor Banshee promoted to elite SW=2 (was standard SW=3,
99.6% win). Soft 4th elite slot dilutes Revenant share
~14% -> ~11%. Standards collapse to Shadow+Poltergeist
(>=99% win).
underforge Helmed Horror SW 1 -> 3. Three-way elite pool drops
Fire Elemental's share from ~44% to ~33%.
feywild Green Hag promoted to elite SW=2 (was standard SW=4).
Adds soft 3rd elite + removes a 16hp/win standard.
Standards become Redcap+Will-o-Wisp+Quickling.
underdark Drow SW 7 -> 5 (light trim per the user's "lift
trailers, don't nerf leaders" stance). Standards
shift toward Hook Horror / Drow Mage.
Phase 1 matrix after Phase 5-C (200 trials, Fighter @ centerline):
T1 88.5% spread 1.0 (in band 70-90)
T2 74.5% spread 15.0 (in band 62-82)
T3 56.7% spread 0.5 (in band 55-75) +13.5pp
T4 77.0% spread 13.0 (over band 45-65, matches 5-B target;
spread halved from 25.5)
T5 58.0% spread 40.0 (abyss_portal 38% is the residual)
T3 mean lifted +13.5pp; both zones inside band with 0.5pp residual
spread. T4 spread halved (25.5 -> 13.0pp) by lifting feywild
+11.5pp and trimming underdark -4.5pp. T1/T2/T5 untouched.
No test debt -- no production tests pin SpawnWeight or IsElite on
the changed entries (TestMonsterKillTags_GatesKnownMonsters checks
vampire_spawn tags only, unaffected). -short suite green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Phase 4-B closed the per-zone outliers but T2/T3/T5 sibling pairs sit
below band as a group (T2 7-13% vs 62-82%; T3 3-14% vs 54-74%; T5
25-57% vs 36-56%). The plan doc's three tier-wide candidates (gear-
tier centerline remap, per-tier elite threshold, ship burn=75) needed
disambiguation before pulling any of them.
TestExpeditionBalance_Phase5A_TierWideSensitivity runs the 6 problem
zones through three one-axis sweeps holding the other two levers at
Phase 3-B best (e=23, d=1, burn=50):
Axis L player level {centerline-2, centerline, centerline+2}
Axis E elite threshold {18, 23, 28}
Axis B supply burn pct {40, 50, 60}
200 trials/cell × 6 zones × 9 cells = 10.8k trials; runs in 0.31s.
Reuses the harness's traceFightStruct plumbing for elite-vs-standard
fight share alongside comp/death/starve.
Reading (full numbers in the plan doc):
- Player level is the dominant lever at T2/T3. +2 levels lifts
completion meaningfully; the elite gate and burn are inert.
- Elite threshold is already at its sweet spot at e=23 — e=18
floods elites and collapses every tier; e=28 is flat. Per-tier
threshold candidate is killed.
- burn=75 globally is killed. burn=60 alone produces 36%/61%
starve at T5; the Phase 3-B negative result holds tier-wide.
- T5 dragons_lair is already in-band at the baseline (60.5%);
the T5 gap is really an abyss_portal-only gap.
- The level-bump path has a catch: L7 at T2 (max of design range,
still gearTier=2) only reaches ~27%, well below the 62-82% band.
Closing T2 properly likely needs a cross-gearTier-boundary
centerline (T2 → L9 = gearTier 3) — a design call for Phase 5-B,
not a knob twist.
Diagnostic-only — no gates. -short skips. Plan doc updated with
numbers and three Phase 5-B candidate moves (cross-bracket centerline
bump recommended; player combat-math retune is the bigger option;
lowering the band target is the fallback).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two tests had been failing on -short for several phases; the
comfortable "pre-existing failures" framing was masking that both
were stale, not flaky — each test predated a deliberate UX rewire
that nobody updated the assertion against.
TestMageSpellbookLineInRender — commit 8bf7d35 (UX S7 jargon sweep)
reshaped the spellbook line to "**Spellbook:** N / M leveled spells
learned" and intentionally dropped the redundant "(can learn N more)"
trailer. Test was still asserting "2/10" (no spaces) and the dropped
hint. Updated to track the live "N / M leveled spells learned"
format; comment cites the sweep commit.
TestAdv2Scenario_ZoneRunGoblinWarrens — commit 886eb5a (turn-based
elite/boss combat) moved Elite/Boss rooms off the auto-resolve
SimulateCombat path onto the manual !fight + !attack engine; !zone
advance now stops at the doorway and only progresses past a won
CombatSession. The scenario test was only calling !advance, so it
spun in place at room 4 (the elite). Loop now detects Elite/Boss
prev-rooms, opens with !fight if the session doesn't exist, drains
!attack rounds until the session terminates, then falls through to
!advance to clear the room (won → walk graph; lost/fled → terminate
next pass). maxSteps doubled to absorb the fight-then-advance pairs;
inner !attack cap at 60 rounds covers RNG tail.
Both -short tests now pass; full -short suite green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 4-A's per-monster trace named one or two miscategorised entries
on each of the four outlier zones — Phase 2c's single-boss-elite
dilution pattern hadn't been applied uniformly, and several over-tier
creatures were sitting on standard slots they couldn't carry.
Roster changes (no monster stat-block touches — bestiary is shared):
crypt_valdris (T1, 8.5% → 46.0%):
Dropped flameskull (CR3, 68 kills — still in underforge T3 where
its CR fits). Promoted specter to IsElite at SW=3 as the soft
dilutor, mirroring Phase 2c's worg/owlbear shape so the elite
bracket no longer auto-picks a one-shot.
forest_shadows (T2, 0.0% → 7.5%):
Standard pool was carrying two real killers — Displacer Beast
(38% win) and Bandit Captain (57% win, 14hp loss/win). Both
re-flagged IsElite; Owlbear SW cut 4→2 to keep the now-4-elite
pool diluted instead of front-loading Owlbear (9% win) at 50% of
elite rolls. Standards collapse to Dire Wolf + Dryad, matching
sunken_temple's "all standards ≥90% win" floor.
manor_blackspire (T3, 0.5% → 14.5%):
Wraith was the dominant standard killer (85 attributed kills,
45hp loss per win) — too punishing for the standard slot.
Promoted to IsElite; standard floor becomes
Shadow+Poltergeist+Banshee (all ≥92% win in trace).
abyss_portal (T5, 0.0% → 25.0%):
Nalfeshnee was a CR-13 demon on a T5 standard slot (2.8% win, 86
kills); promoted to IsElite. Second pass: Vrock at 86% win as
standard still bled 65 kills via 43hp/win attrition — promoted to
elite too. Standard collapses to Quasit alone (99.9% win, 1.3hp
loss), matching dragons_lair's near-zero standard-pool kill rate.
Tier-level effect on the Phase 3-B (b=50, f=tier) sweep:
T1: 26.8% → 44.0% (+17 pp)
T2: 6.2% → 10.0% (+4)
T3: 2.5% → 8.5% (+6)
T4: 7.8% → 7.8% (no T4 outlier identified)
T5: 27.5% → 41.0% (+14)
Outliers are no longer outliers (forest_shadows 7.5% vs sibling 13%
gap; abyss_portal 25% vs sibling 57.5%); the remaining T2/T3/T5
shortfall vs the target band (62-82%/54-74%/36-56%) is tier-wide —
both zones at each problem tier sit below band, so a per-zone tool
won't close it. Phase 4's exit condition ("all per-zone cells within
band") is therefore conditioned on a follow-up tier-wide pass, but
the per-zone bug-fix it was scoped to address is done.
-short suite: same two pre-existing failures
(TestAdv2Scenario_ZoneRunGoblinWarrens, TestMageSpellbookLineInRender).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Phase 3-B sweep wrung out the global lever surface and named four
zones that read ~0% completion under every (elite-threshold, drift,
nick-floor, supply-burn) combo: crypt_valdris T1, forest_shadows T2,
manor_blackspire T3, abyss_portal T5. Each has a healthy sibling at
the same tier (goblin_warrens 44%, sunken_temple 13.5%, underforge
2.5%, dragons_lair 57.5%) so the gap is per-zone, not tier-wide.
Adds a structured per-fight trace hook (traceFightStruct + the
harnessFightTrace struct that mirrors the existing string trace) so
diagnostics can aggregate without parsing the formatted log line.
Mirror-format with traceFight; if a field is added, update both
paths.
TestExpeditionBalance_Phase4A_OutlierDiagnostic walks the four
outlier-vs-sibling pairs at 200 trials each on the Phase 3-A/3-B best
cell (e=23 d=1 burn=50) and reports per-monster appearances /
win-rate / avg HP loss / kill attribution + day-of-end histogram +
elite-vs-standard fight mix.
Findings:
- crypt_valdris: dual-killer elite pool (Wight 99 kills, Flameskull
68). Phase 2c left this zone untouched ("already dual-elite") but
both elites are over-tier for T1.
- forest_shadows: standard pool too lethal — Displacer Beast (53
kills, 38% win standard) + Bandit Captain (48 kills, 57% win).
- manor_blackspire: Wraith on the standard slot is dragging the
floor (85 kills, 45hp loss per win). Vampire Spawn + Revenant
elite pair is also rough.
- abyss_portal: Nalfeshnee mis-classified standard (86 kills, 2.8%
win at L17). Vrock at 79% win is borderline.
Phase 4-B applies per-zone roster tweaks (IsElite re-flag, drop a
deadly entry, soften a SpawnWeight) — no monster stat-block changes.
T3 may need a follow-up tier-wide pass since the sibling underforge
also sits at 2.5%; out of scope here.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wired SurpriseNickFloorOverride and SupplyBurnRatePctOverride into the
harness day-loop via two new parameterized helpers (surpriseRoundNickF,
applyDailyBurnP). Live callers go through the existing constants;
sweep test sits on top of the Phase 3-A best cell (e=23, d=1).
TestExpeditionBalance_Phase3B_NickSupplySweep walks 3×3 (floor ∈ {0, 1,
tier=live}) × (burn% ∈ {50, 75, 100=live}) × 10 zones × 200 trials.
Strong partial T5 positive; nick-floor lever inert.
- Supply burn is the T5 unlock: dragons_lair 0% → ~55% at burn=50.
Fighter survives elites; burn=75 isn't enough margin.
- T4 peaks at burn=75 (~12% underdark/feywild); burn=50 dips T4
slightly (more elites survived into).
- Nick-floor inert across tiers (≤3pp swing); wounded-clamp already
eats the chip-damage budget. Recommend dropping from live-tuning
candidates.
- T2-T3 wall persists: forest_shadows, manor_blackspire,
abyss_portal stuck at ~0% across every combo — outliers, not
addressable by global levers.
Global levers wrung out. Plan-doc Phase 3-B section + memory pointers
updated; next is Phase 4 (per-zone outlier pass). -short shows the
same two pre-existing failures (TestAdv2Scenario_ZoneRunGoblinWarrens,
TestMageSpellbookLineInRender).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wired two harness lever overrides — EliteInterruptThresholdOverride
(live=19) and ThreatDriftBaseOverride (live=3) — into the day-loop in
expedition_balance.go. Live runHarvestInterrupt / dailyThreatDrift are
untouched; the harness re-buckets Standard↔Elite after the live call.
TestExpeditionBalance_Phase3_GlobalLeverSweep walks a 3×3 grid
(elite ∈ {17,19,23} × drift ∈ {1,3,5}) over the Phase 1 matrix at
200 trials/cell. -short skips.
Elite-bracket threshold is the dominant lever for T1–T3. At
e=23/d=1: T1 mean 24.0% (goblin_warrens 40.5%), T2 7.2%
(sunken_temple 14.5%), T3 1.8%. Still well below target bands
(T1 70-90%, T2 62-82%) — the lever moves the needle in the right
direction but cannot land any tier on-band alone.
T4/T5 fingerprint changed but didn't lift. At e=23 dragons_lair
death drops 60% → 24% but starvation climbs to 75% — the fighter
now survives elites long enough to run out of supplies. T4 cells
shift the same way. Indicates a second lever is needed for the
higher tiers (standard-fight survivability or supply margin), to
be swept in Phase 3-B.
Plan doc updated. Renumbered the trailing "per-zone outlier pass"
to Phase 4 and "MAD / second-order" to Phase 5 so the test names
align with phase numbers going forward.
-short suite: same 2 pre-existing failures
(TestAdv2Scenario_ZoneRunGoblinWarrens, TestMageSpellbookLineInRender).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Each zone's elite pool was a single SpawnWeight=1 over-tier boss, so
InterruptElite bracket rolls auto-picked that boss 100% of the time.
The post-2b tier-lethality trace named these one-shots (Warchief, Hag,
Roper, Young Red Dragon) as the dominant remaining death source.
Promotes one mid-tier alt per zone to IsElite (underforge gets two
since fire_elemental was itself a non-elite killer). Boss SW=1 stays;
alt SW 3-4 gives the boss ~17-25% elite-roll share. pickZoneEnemy also
excludes IsElite from the standard pool, so promotion softens standard
encounters by one mid-difficulty entry — each zone still has 3-4
standard entries left. Crypt-Valdris already dual-elite, untouched.
Promotions: worg, owlbear, aboleth_thrall, vampire_spawn,
salamander+fire_elemental, drow_elite_warrior, night_hag,
dragonborn_cultist, hezrou.
Phase 1 matrix delta (200 trials/cell, Fighter, centerline):
goblin_warrens: 0% → 3.0% completion (first non-zero T1 reading)
sunken_temple: 0% → 0.5%
dragons_lair: death 100% → 60% (40% starve — different failure)
underdark: death 100% → 90% (10% starve)
feywild: death 100% → 92% (8% starve)
T3 cells still 100% death — next pass is global supply/threat levers.
Tier-lethality trace shows Drow Elite Warrior + Dragonborn Cultist
spawning and being winnable, with arcs stretching to 7-10 encounters
instead of fresh-entry one-shots.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Sweep the two knobs surfaced by Phases 2a/2b — retreatThreatBump
and clampSurpriseNick's wounded-entrant divisor — across a full
3×4 grid (bump ∈ {2, 5, 10} × divisor ∈ {3, 5, 8, 12}) at 200
trials/cell across every matrix zone.
Wiring is harness-only: clampSurpriseNick keeps its live shape and
delegates to a new clampSurpriseNickD(divisor) variant; the harness
profile gains RetreatThreatBumpOverride/SurpriseNickDivisorOverride
fields threaded onto expeditionHarness; resolvedRetreatBump and
resolvedNickDivisor pick override-or-live. Zero on either field
falls back to the shipped value so live runHarvestInterrupt is
untouched.
Sweep test: TestExpeditionBalance_Phase2_LeverSweep, -short skipped,
mirrors Phase2_CadenceCalibration's per-tier digest shape.
Outcome: across 24,000 trial-cells (12 lever combos × 10 zones
× 200 trials), every cell reports 0.0% completion / ~100% death.
The knobs are inert on the headline metric — even (b=2, d=12)
can't lift any tier off the floor. Confirms the post-2b
tier-lethality trace: remaining deaths are fresh-entry elite
one-shots (Warchief, Hag, Roper, Young Red Dragon), not chained-
interrupt cascades. Justifies Phase 2c (roster dilution) rather
than further tuning of these two levers.
Plan doc updated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The post-2a tier-lethality trace showed the remaining 0% completion
was driven by chained surprise-round nicks on already-wounded fighters,
not by the elites themselves. Pattern from the trace:
fight day=5 Hobgoblin Warchief: hp_pre=24 → hp_post=14 WON
fight day=5 Goblin Archer: nick=6, hp_pre=8 → hp_post=0 LOST
The Warchief left the fighter at HP 14; the Goblin Archer's surprise
nick (6 HP) dropped them to 8 before combat resolved — and a standard
goblin then finished a fighter who should have survived. Same shape at
T2 (Dire Wolf nick 4 on hp=3), T3 (Fire Elemental nick 4 on hp=5),
T4-T5. The nick was acting as a hidden cascade multiplier, pre-empting
the combat engine on wounded entries.
clampSurpriseNick caps the nick at max(1, hpCurrent/5) when the
fighter enters wounded (HPCurrent < HPMax); at full HP the raw nick
stands. The existing 'nick < HPCurrent' KO-guard is preserved as a
backstop. /5 is the wounded-fighter lethality knob; tighter (/10) is
gentler, looser (/3) re-opens the cascade.
Live caller (runHarvestInterrupt) and harness (runHarnessFight) both
route through the new helper so the sim measures the same lever the
live caller applies.
Matrix delta is mild (encs +0.1-0.2 per cell, completion% still 0%)
but the tier-lethality trace stretches substantively: T1 trial 0 ran
5→8 encs / 5→7 days, T3 trial 1 saw a fighter survive multiple
chained interrupts at low HP that pre-2b would have ended on nick
alone. The remaining deaths are now legible as elite-one-shot fights
on fresh entries (Warchief, Green Hag, Roper, Young Red Dragon) —
that's the Phase 2c roster-gate signal.
Push-back on the original lever-order: the Phase 2a recap put roster
gate first, but the trace fingerprint named the wounded-entry nick
as the dominant cause-of-death in 4 of 5 tier traces. Doing nick-cap
first keeps Phase 2c's diagnostic clean and avoids re-tuning rosters
after another lever changes the shape under us.
Pre-existing failures unrelated to this change:
- TestAdv2Scenario_ZoneRunGoblinWarrens (advance regression, prior)
- TestMageSpellbookLineInRender (render assertion, prior)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 diagnostics named the InterruptElite bracket as the likely
first lever; tier-walking the lethality probe at the matrix cadence
told a different story. Phase 1's uniform-0% baseline isn't an
elite-bracket calibration issue at all — every tier reads 0% because
the engine's TimedOut contract was being ignored by every expedition
caller.
combat_engine.go:451 says: "Timeout = retreat, not lethal blow.
Caller treats a timeout loss as 'fight ended, no character death'".
But runHarvestInterrupt / tryPatrolEncounter / resolveCombatRoom all
called abandonZoneRun + retireAllRegionRuns on any !PlayerWon —
ending the expedition outright on a retreat. The retreat flavor line
("X outlasts you. You retreat from the expedition, wounded but alive")
was already in the code, just stapled to an actual run-abort.
Splits the policy by caller:
• runHarvestInterrupt — autopilot daytime interrupt. TimedOut →
retreat: threat +5, HP carries over, run continues, harvest slot
forfeit (no kill / loot). HP<=0 still ends the run + marks dead.
• tryPatrolEncounter — !advance pre-room patrol roll. Same
retreat policy: patrols don't gate progress, so retreating from
one and walking into the next room is the right shape.
• resolveCombatRoom — !advance room/elite combat. Unchanged —
this path gates room progression; a retreat has nowhere to go, so
any loss still ends the run. (Manual zone runs were always
intended to end here.)
Harness mirrored: daytime interrupt timeout → carry HP + threat bump
+ continue day; night-encounter loss → terminate (mirrors
resolveCombatRoom, since live night encounters defer to !advance).
retreatThreatBump = 5 is the per-retreat threat penalty. Low enough
not to compound brutally with chained retreats, high enough that 3–4
retreats noticeably walks the threat clock toward Stirring. Easy to
dial in Phase 3 if zones go off-band.
Phase 1 matrix after the change still reads 0% completion at every
cell — but the encounter counts and survival shape are dramatically
different (T4 underdark 3.6→7.5 encs; T3 underforge trial saw 18
encounters across 10 days where the pre-change run died on day 2/3).
Adds TestExpeditionBalance_Phase2_TierLethality, a tier-walking
companion to the T1/rolls=1 probe, that traces every fight at the
matrix cadence across one zone per tier — the actual Phase 2b lever
work picks from this data, not the old T1-only probe.
The remaining 0% is now legibly driven by tier-disproportionate elite
rosters (Hobgoblin Warchief at T1, Green Hag at T2, Roper/Helmed
Horror higher up) that one-shot or two-shot tier-appropriate
fighters. Phase 2b's lever shortlist:
1. Roster gate / SpawnWeight tuning to dilute over-tier elites.
2. Surprise-nick floor reduction on chained interrupts (carryover
HP + nick is the death-spiral fingerprint at T1 specifically).
3. Per-day cadence reduction if 1+2 don't carry T1 to band.
Pre-existing test failures (TestAdv2Scenario_ZoneRunGoblinWarrens,
TestMageSpellbookLineInRender) verified to fail identically on HEAD;
no new test regressions.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three Phase 2 diagnostic artifacts. No tuning knob has moved on
production code yet — these tests calibrate the harness and surface
the real first lever for next session.
1) Cadence calibration sweep
TestExpeditionBalance_Phase2_CadenceCalibration sweeps
HarvestRollsPerDay ∈ {1,2,3,4} across the full Phase 1 matrix and
logs per-cell + per-tier completion. Required a new
HarvestRollsPerDay field on expeditionBalanceProfile so cells can
override the package-default constant. Finding: cadence is NOT the
dominant lever — at rolls=1 the T1 cell only reaches 2%, with
bimodal hp_left (100% survivors / 0% deaths). Killed the cadence
hypothesis from Phase 1's commit message.
2) Gear-tier centerline fix
phase1TierCenterline bumped for T3/T4/T5 (8→9, 11→13, 15→17). The
shared gearTier ladder (5/9/13/17 boundaries) was placing T3/T4/T5
centerlines one gear bracket *below* the zone's tier, so those
cells fought with under-spec'd weapons/armor. New centerlines are
the lowest level in each tier's design-doc range where gearTier ==
tier. All centerlines still inside their design-doc ranges. Effect
in the sweep at rolls=1: underforge T3 1.0% → 10.5% comp, underdark
T4 flipped from pure combat-death to 14% starve (i.e. fighter now
survives combat, runs out of food). Real bug, but small — the
structural lethality problem remains.
3) Lethality probe + traceFight hook
TestExpeditionBalance_Phase2_LethalityProbe runs 5 trials at the
cleanest cell (T1 goblin_warrens L3 fighter, rolls=1) with a new
optional traceFight hook on expeditionHarness that logs
monster/AC/atk/HP-pre/HP-post/outcome per fight. Hook is nil in
production runs, zero cost when unused. Finding: at T1, the
InterruptElite branch keeps drawing Hobgoblin Warchief (AC 18,
atk +5) from goblin_warrens' elite roster, and an L3 fighter has
~coin-flip odds against a CR-6-ish elite. One bad draw = dead;
that's the bimodal hp_left fingerprint from the sweep. Non-elite
draws (Worg, AC 13) play out as normal multi-round combats and
are winnable.
Next-session lever choices, in order of suspected impact:
- Roster gate: Hobgoblin Warchief out of (or weighted down in)
the T1 elite pool — it's tier-disproportionate for goblin_warrens.
- InterruptElite threshold: rarer elite-bracket draws at low threat
so a single d20 swing doesn't equal expedition end.
- Tier-floor cap on already-over-tier bestiary entries.
Plan doc: gogobee_expedition_difficulty.md §Phase 2.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New permanent test TestExpeditionBalance_Phase1_FullMatrix — every
registered zone × its tier-centerline level, 200 trials/cell, Fighter
fixed (class parity is the class-balance pass's job).
Centerlines per plan doc §Method (median of design-doc level range):
T1=L3, T2=L5, T3=L8, T4=L11, T5=L15.
Gates split: wiring pathologies (zero-day loop, days > cap) are fatal;
"0% at T1 / 100% at T5" land as WARN log lines, not t.Errorf. Phase 1's
deliverable is a logged baseline, not a tuning gate — Phase 2 promotes
those to band assertions once the global levers move.
Baseline numbers (seed 0xE0FFEE1, 200 trials, current Phase 0 harness):
all 10 cells: 0.0% completion, 100% death, median day 2,
avg encounters 2.0-3.6, threat at end 5-7.
The uniform 0% says the placeholder harnessHarvestRollsPerDay=4 plus
the tier-floored AC/atk is overwhelming the fighter on day 1 across
all tiers, well before threat drift matters. Per-tier spread is 0.0pp
because every zone is floored — Phase 2 has plenty of headroom and a
clear first lever (encounter cadence).
Plan doc: gogobee_expedition_difficulty.md §Phase 1.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New file internal/plugin/expedition_balance.go — sibling to
dnd_class_balance.go, no dnd_ prefix per feedback_avoid_dnd_naming.
Plan doc: gogobee_expedition_difficulty.md.
Critical de-risk settled: clock-injection seam. The harness does not
run the wall-clock tickers (expeditionBriefingTicker @ 06:00,
expeditionRecapTicker @ 21:00, expedition_ambient @ 3h) and does not
inject a virtual time.Now. Instead, advanceExpeditionOneDay
reimplements the morning→day→night pipeline by calling the math-pure
helpers directly: applyDailyBurn, dailyThreatDrift,
resolveCombatInterrupt, resolveWanderingCheck, simulateCombatWithRNG.
No DB, no goroutines, no clock.
Phase 0 trade-offs (documented in the file header):
- Boss completion deferred; survive-N-days is the proxy.
- Per-region zones, loot/XP, pardon/Sovereign, babysit, temporal
stack effects all skipped — Phase 1+ scope.
- Encounter cadence (harnessHarvestRollsPerDay=4) is a placeholder
to be calibrated against live traces in Phase 1.
Tests:
- TestExpeditionBalance_Phase0_Spike — T2 Crypt Valdris × L5 Fighter,
100 trials, asserts only degenerate sentinels (no 0%/100%, days>0,
days<=cap). Runs in <3s.
- TestExpeditionBalance_Phase0_SeedSpread — confirms the RNG seam is
actually wired by showing two distinct seeds produce different
trials. Full byte-for-byte reproducibility under same seed is not
asserted at Phase 0; surpriseRoundNick + pickWanderingMonster
draw from package-global rand (same caveat as class balance).
Spike numbers (calibration baseline, NOT a target): 1% completion,
99% deaths, median 4 days, ~6 encounters. The headline death rate is
loud but expected — Phase 1's full matrix will diagnose whether it's
HP-carryover punishment, bestiary-vs-abstract-monster delta, or kit
ladder mismatch. Phase 2 is where the centerline gets tuned.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
D1: single block comment above the presence.go best-effort QueryRow
cluster (lines 149-198). Zero-value fallbacks are correct for new users
with no activity rows yet.
D2: contract comment on sendZoneCombatMessages — returns a done channel,
callers chaining post-flush work MUST consume it; in-flow handlers with
nothing to chain MUST explicitly discard. Blocking on flush would stall
command handlers behind the 2-3s/message pacing, defeating streaming.
Two fire-and-forget sites (adventure_arena.go round-advance,
dnd_zone_cmd.go streamFlow) now use `_ =` + comment.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
C2: wrap the 19-statement purge loop in a single BEGIN IMMEDIATE /
COMMIT so a mid-maintenance crash can't leave half the cache tables
purged. SetMaxOpenConns(1) guarantees the BEGIN, DELETEs, and COMMIT
all share one SQLite connection.
C3: run PRAGMA integrity_check at most once per week, gated on the
mtime of a sentinel file (.integrity_check_last) under dataPath. Any
result other than 'ok' is logged via slog.Error. The sentinel is
touched even on failure so a corrupted DB doesn't re-run the check
every cycle and spam logs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>