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The second Layer-2 postgame boss mechanic, and the first stateful in-combat one.
Valdris ("boss_valdris_ascendant", the Ossuary Ascendant) is bound to three
Verses hidden on the zone's secret nodes: every Verse the player finds and walks
before the fight unbinds one rebirth, every Verse they skip leaves it armed. A
full-clear explorer strips all three and fights a mortal lich; a speedrunner who
blows past the secrets fights a god who will not stay down.
New engine primitive: stackable rebirth. The stock survive_at_1 is a one-shot
1-HP stay; Valdris needs several rebirths that each restore a real pool.
combatState/CombatStatuses gain EnemyReviveCharges/EnemyReviveHP (round-tripped
through the turn engine so a suspend/resume keeps the live count), and enemyDown
consumes a charge after the survive_at_1 check, reviving to 25% of the
party-scaled max and emitting a phylactery_rebirth event. Zero for every
non-Valdris fight.
Unlike Greed Tax (a pure per-round recompute in applyBossRunModifiers), rebirths
are spent mid-fight, so the charge count is seeded ONCE at session creation
(seedBossRunStatuses, from unvisited secret Verses) and never re-derived on the
per-round enemy rebuild. Seeded from handleFightCmd after startPartyCombatSession.
Sim A/B (millenia, n=120 L20 party+Pete+pets, same binary, control neuters the
dispatch): mortal end (verses found) fighter 42.5% -- reproduces the deployed P7
ossuary baseline, confirming the mechanic doesn't touch the validated full-clear
path -- and the god end (0 verses) fighter 12.5%, a deadly-but-beatable flex arm.
The sim walks 0 verses (autopilot takes the first unlocked fork; Verses are
behind Perception locks), so the A/B brackets the whole player-agency gradient.
Claude-Session: https://claude.ai/code/session_0156WqjgsbmSY2U8eQ3Kkb1s