Files
turnstone/examples/door-game/understone/world/data/terrain.json
T
Patrick Buckley 9f54a97cc6 fix(understone): rebalance early game and add inn turn refresh
The opening hours were a gold/HP death spiral: a fresh hero spent more gold
healing a fight than the kill paid, mid-tier foes out-damaged a starting HP
bar, the map gave no read on where harder foes spawned, and a spent day left
the player idle until the UTC rollover. This eases the on-ramp across both
shipped worlds.

Economy
- Healer drops from 2 to 1 gold per HP, so topping up no longer outruns income.
- Starting purse 20 -> 37: enough to buy the cheapest armor and one potion up
  front, a one-point DEF bump plus a heal cushion the player chooses to spend.

Combat
- Tier 2-4 common foes lose 1 ATK each, trimming the burst that could halve or
  end a fresh hero in a single bout. Rares and the boss are untouched.

Wayfinding
- The road glyph changes from "=" to a shaded path that reads as one continuous
  road in every orientation; "=" only looked right horizontally and broke into
  stacked dashes on vertical runs. Cinder's basalt path gets the same treatment
  with a crosshatch glyph free in its palette.

Rest
- Sleeping at the inn now rolls a spent adventurer into a fresh day's turns (it
  already fully heals). The top-up fires only at zero turns, so it never banks
  past the daily cap.

Verified: full suite green (+2 rest tests, ruff/mypy clean); the greedy balance
bot still clears the world 11/12 seeds at an unchanged pace on both packs.
2026-06-27 09:40:03 -07:00

45 lines
746 B
JSON

{
".": {
"key": "grass",
"glyph": ".",
"walkable": true,
"encounter_rate": 0.1,
"color": "floor"
},
"T": {
"key": "tree",
"glyph": "♣",
"walkable": false,
"encounter_rate": 0.0,
"color": "tree"
},
"~": {
"key": "water",
"glyph": "≋",
"walkable": false,
"encounter_rate": 0.0,
"color": "water"
},
"=": {
"key": "road",
"glyph": "▒",
"walkable": true,
"encounter_rate": 0.02,
"color": "road"
},
"f": {
"key": "forest",
"glyph": "↑",
"walkable": true,
"encounter_rate": 0.25,
"color": "forest"
},
"#": {
"key": "wall",
"glyph": "█",
"walkable": false,
"encounter_rate": 0.0,
"color": "wall"
}
}