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Players reported the prior 6-round exhaustion timeout felt arbitrary when both sides still had plenty of HP. Two fixes: - Add a "Sudden Death" 4th phase (3-4 extra rounds) so most fights resolve naturally before any timeout. Total combat length now caps at ~10 rounds. - When the timeout does fire, tiebreak by absolute HP instead of HP%. The %-based logic was unintuitive — a player at 88/123 (71%) would lose to a boss at 83/97 (86%) despite having more HP remaining. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>