# Long Expeditions — multi-session plan > Goal: dungeon expeditions become real multi-day journeys (T1 ≈ 2 days → T5 ≈ 7 days). Player picks **camp supplies** at launch, then watches it play out. Camp pitch/break, elite engagement, and **boss engagement** all become autonomous. Foreground `!camp` / `!fight` survive as overrides, not the expected path. ## 1. Why the current shape is "too short" | Tier | Zones | Rooms | Real-time exit | |------|-------|------|----------------| | T1 | Goblin Warrens, Crypt Valdris | 6–7 | usually <1 calendar day | | T2 | Forest Shadows, Sunken Temple | 7–8 | usually 1 day | | T3 | Manor Blackspire, Underforge | 7–9 | 1–2 days | | T4 | Underdark, Feywild Crossing | 8–10 (×regions) | 2–3 days | | T5 | Dragon's Lair, Abyss Portal | 9–10 (×regions) | 2–4 days | (Room counts from `internal/plugin/dnd_zone.go:70-134`; tier zones from memory `project_expedition_difficulty`.) Because the autopilot walks ~3 rooms / 2h (`expedition_autorun.go:43,53`) and boss/elite stops are manual, a player who pays attention clears T1–T3 in an evening. Briefing/recap UTC ticks fire but rarely matter — the expedition is over before "day 2" ever lands. ## 2. Target shape | Tier | Target duration | New room budget (single-region) | Notes | |------|-----------------|---------------------------------|-------| | T1 | 2 days | 12–14 | one autopilot-camp | | T2 | 3 days | 16–20 | two camps | | T3 | 4 days | 22–26 | three camps; threat starts to bite | | T4 | 5–6 days | 28–34 (split across 3–4 regions) | base camp emerges | | T5 | 7 days | 36–44 (split across 3–4 regions) | full siege/temporal pressure | (Numbers are first-draft anchors; class-balance sim drives the actual dial in D7.) Duration is measured in **expedition-days advanced by autopilot camp**, not real-time UTC days. Each autopilot night-camp = day++. Real-time UTC still drives the morning briefing DM cadence, but day-count and supply burn become event-driven (camp = sleep = day++ = burn). The autopilot decides: - when to camp (and which camp type) - whether to engage elites and bosses, or to camp first and retry - whether to extract early on starvation/HP collapse The player decides: - supply pack purchases at launch (only meaningful pre-expedition choice) - whether to override (`!camp `, `!fight`, `!expedition extract`) ## 3. Phasing Built across multiple sessions; each phase ships independently with tests and a small DM-side feedback loop. ### D1 — Length + room-count rework **Files:** `dnd_zone.go` (per-zone Min/MaxRooms), `dnd_expedition_region.go` (multi-region region sizes), `dnd_zone_run.go:generateRoomSequence` (still terminates Entry → … → Elite → Boss, but with more Explorations). **Work:** - Re-pitch Min/MaxRooms per zone to the table in §2. - Multi-region zones: extend per-region room budgets so the total stays in band when summed. - Keep the fixed Entry / Trap / Elite / Boss anchors; only Exploration count scales. - Consider 2 traps + 2 elites for T4–T5 to break up the long middle (deferred decision — see §6). - Update existing zone graphs in `zone_graph_*.go` for the new lengths. *Auditing whether each zone has a hand-tuned graph or relies on the linear compiler is part of D1 scoping.* **Exit criteria:** `expedition-sim` shows mean-room-cleared per zone in the new band; no test fixtures hard-code old counts. ### D2 — Autopilot camp scheduler **D2-a (shipped 2026-05-27):** new `expedition_autocamp.go` with pure `decideAutopilotCamp` + `pitchAutopilotCamp` + dwell-window lifecycle (`shouldSkipAutoRunForCamp`, `breakAutoCampIfDue`). Wired into `tryAutoRun`: skip while inside `minAutoCampDwell` (4h), break + walk past it, post-walk scheduler pitches HP-low rest camps and region-boss base-camp waypoints. CampState gained `AutoPitched` so auto- vs player-pitched lifetimes diverge. Day rollover is still UTC-anchored; D2-b moves it event-anchored. **Files:** new `expedition_autocamp.go`; hooks in `expedition_autorun.go:tryAutoRun`; reuse `dnd_expedition_camp.go:campPitch` / `applyCampRest`. **Heuristics (in priority order):** 1. **Day-budget pacing** — pitch when rooms-walked-this-day ≥ tier-specific day-room target. Standard if room cleared, rough if not. 2. **Resource gates** — pitch if HP < 35% of max, or supplies projected to cover <1 more day's burn (`exp.Supplies.Current < exp.Supplies.DailyBurn * harshMod`). 3. **Post-elite breath** — auto-pitch a standard camp in the cleared elite room. 4. **Region boss cleared in multi-region zone** — auto-pitch base camp at first eligible site. 5. **Don't pitch when** mid-fight, in a trap/boss room, in a fork-pending state, or already camped. Auto-break already happens on move (`autoBreakCampOnMove` in `dnd_expedition_camp.go:401`). Autopilot just needs to *not* break a freshly-pitched camp by immediately walking on — gate by `time.Since(camp.EstablishedAt) > minCampDwell` (15min real-time? or simply: don't auto-walk while camped). **Day-rollover semantics change (decided event-anchored):** today, day++ happens at the 06:00 UTC briefing (`dnd_expedition_cycle.go:236`). After D2, the autopilot **night-camp pitch** is the event that fires day++, supply burn, overnight rest, and threat drift — in one atomic rollover the camp scheduler triggers. The 06:00 UTC briefing tick survives only as a re-engagement DM anchor (and a safety net: if for some reason no camp pitched in N hours, force one). Concretely: - Move the body of `deliverBriefing` (`dnd_expedition_cycle.go:186-`) into a `processNightCamp(exp)` helper called from the autopilot camp scheduler when it pitches a *night* camp (rough/standard/fortified — not mid-day breath stops). - Distinguish "night camp" (advances day) from "rest stop" (doesn't). Heuristic: a camp pitched at the end of the day-budget room count is night; one pitched purely for HP/SU recovery mid-day is a rest stop. Both apply `applyCampRest`; only night also runs supply burn + day++ + threat drift. - The existing UTC briefing ticker becomes: if `last_briefing_at` is older than ~20h *and* the user is active, post a "Day N — here's where you stand" re-engagement DM. It calls **no** mutators. - Manual `!camp ` from the player still does what it does today (apply rest immediately) but **also** counts as a night camp if invoked with no other camp today — keep parity with the autopilot behavior so the override doesn't accidentally stall day advancement. **Migration:** in-flight expeditions at deploy time keep their existing 06:00 UTC day++ until they end (fence by `start_date`). New expeditions use the event-anchored model. **Exit criteria:** sim shows autopilot pitches the right kind of camp at the right room with no player input; supply economy still survives a 7-day T5. ### D3 — Autonomous elite + boss engagement **Files:** `dnd_zone_cmd.go:497-535` (the prev==RoomElite / RoomBoss branch). **Work:** - Background autopilot (compact==true): drop the `prev == RoomBoss` carve-out. Boss auto-resolves through the same forward-sim path as elites. - **Safety gate before boss**: if HP < 80% of max OR supplies < 1 day's burn OR active "low" status, autopilot pitches a camp instead of engaging. Retry next tick. - **Loss handling**: a death on auto-resolved boss still kicks the player-death narration and ends the run. No special treatment. - Foreground `!fight` still works (manual override). Foreground `!expedition run` still stops at boss for the player who wants to watch. **Open question:** do we want a "set autopilot off" toggle for players who actively want to play the boss themselves? My take: default-on, single-flag per expedition (`autopilot_engage`) settable at start or via `!expedition autopilot off`. Defer until D3 lands and we see how it reads. **Exit criteria:** sim runs a full T5 expedition launch → boss kill with zero player commands besides `!expedition start`. ### D4 — DM volume + day surfaces The big risk: a 7-day T5 with autopilot walking, camping, fighting elites, and killing bosses will spam DMs unless we bundle. The user has already pushed back on recap chatter (`feedback_skip_recaps`). **Work:** - One **end-of-day DM** per autopilot night-camp, bundling: rooms walked, fights resolved, loot, camp pitched, day++ event. Replaces today's per-room auto-walk DM in compact mode. - One **morning re-engagement DM** when the player first opens the channel after a day-rollover (anchored to user activity, not UTC clock — drops the 06:00 wakeup if the player isn't around). - Boss kill + run-complete still get their own DM (the climax beat, not bundled). - TwinBee voice: first-person only (`feedback_twinbee_voice`). - No trailing recaps (`feedback_skip_recaps`). **Exit criteria:** a 7-day T5 produces ≤ 10 DMs across the whole expedition (1 launch + 6 end-of-day + 1 boss + 1 run-complete + 1 emergency). ### D5 — Supplies economics retune **Files:** `dnd_expedition.go:38-47` (ExpeditionSupplies), pack-purchase surface (E1b), `applyDailyBurn`. **Work:** - New pack tiers sized for 2-day → 7-day. Max packs scale with intended duration. Today's caps (PacksStandard ≤ 3, PacksDeluxe ≤ 1) are a 2-day shape. - DailyBurn: keep zone-tier scaling, but the autopilot's camp choices now consume meaningful SU per day — so `Max` headroom needs to roughly equal `DailyBurn × intendedDays × 1.3` (slop). - Surface supply purchase at launch as a single "Pick your loadout" prompt with 3–4 presets ("Lean: 2-day shape", "Balanced", "Heavy: full T5"), with raw pack counts as an advanced override. - Forage and Ranger forage tuning re-baseline. **Exit criteria:** balanced loadout completes intended-duration expedition in ≥ 85% of sim runs without starvation extraction. ### D6 — Player-facing surface cleanup - Help text rewrite — frame expedition as "supply pack + watch it play out". - Hide / soft-deprecate `!camp ` from primary help, keep it documented as an override. - `!fight` still in help, framed as override. - Status DM (`!expedition status`) shows: current day / expected days, rooms walked / total, supplies, last 3 events. ### D7 — Sim + class re-baseline - `cmd/expedition-sim` extensions: multi-day mode, autopilot camp, autopilot boss. - Re-run the class win-rate corpus (cross-link `project_class_balance`, `project_j2_sim_artifact`). - Re-check trailers (bard/cleric per `project_j1_post_sweep_findings`) — autopilot camp pacing may relieve their HP-cliff issue. - New balance memory entry once corpus stabilizes. ## 4. Cross-cutting risks - **Existing in-flight expeditions** at deploy time. Either fence by `start_date` (old expeditions finish under old rules) or write a one-shot migration that retunes their room counts. Lean: fence — these are typically <2 days. - **The 24h zone-run inactivity timeout** (`dnd_zone_run.go:254`) — must be raised, or the autopilot must self-poke `last_action_at` per tick. With multi-day expeditions, a quiet stretch overnight is now expected. - **Idle reaper** (commit `0f72484`, see `expedition_autorun.go` references) — already holds streak on autopilot; verify it tolerates 5-day expeditions. - **Babysit perk** — `BabysitSafeRest` already upgrades Standard → Fortified at rest (`dnd_expedition_camp.go:241-245`); confirm interaction with autopilot picking Standard (no change needed; the upgrade fires inside `applyCampRest`). - **Multi-region travel still unwired in autopilot** (memory `project_multiregion_travel_unwired`). For T4/T5 to actually take 5–7 days, autopilot **must** auto-advance regions on region-clear. D2/D3 covers this implicitly but call it out — likely a small dedicated commit. - **Pet arrival** (memory `project_pet_event_reachability`) — emergence seam is at run-complete; longer expedition just delays the roll, no code change needed. - **Twinbee voice + secret NPC buffs** (memories `feedback_twinbee_voice`, `feedback_npc_buffs_are_secret`) — none of the new copy can break these. ## 5. Schema impact Likely none. Existing columns cover it: - `current_day` → autopilot increments via `advanceExpeditionDay`. - `camp_json`, `supplies_json`, `region_state`, `threat_*` already in place. - One **possible** new column: `expected_days` int (set at launch from zone tier + loadout) so status/end-of-day DMs can render "Day 3/5". Cheaper to derive than store — defer. ## 6. Open questions for next session 1. ~~Day-advance semantics~~ — **decided 2026-05-27: event-anchored.** day++ fires on autopilot camp-pitch (autopilot night-camp = sleep = day burn + briefing). UTC clock becomes a re-engagement-DM anchor only, not a state mutator. See §3-D2 for implementation impact. 2. **Boss autopilot default**: always-on, opt-out, or opt-in? My lean: always-on with a per-expedition opt-out flag; revisit after D3 reads. 3. **Per-tier room counts**: the table in §2 is a starting point. Worth a sim pass before D1 commits — or fine to ship a guess and refine in D7? 4. **Extra anchor rooms**: T4/T5 with one elite + one trap may feel thin spread over 30+ rooms. Add a second elite mid-zone, or rely on multi-region + patrols + threat for variety? 5. **Mobile/AFK friendliness**: should the autopilot-DM cadence aim for "1 DM per real-time evening" regardless of room count, or "1 DM per in-game day" (which could be hours apart if the player set the pacing fast)? ## 7. Sequence D1 → D2 → D3 (independent of D4/D5) → D5 → D4 → D6 → D7. D2 and D3 can land in either order; D4 needs the volume problem to be real (so after D2/D3 at minimum). D5 wants D1's new lengths but can run in parallel with D2/D3. D7 always last. Estimated sessions: 5–7. D2 and D5 are the biggest single-session chunks.