mirror of
https://github.com/turnstonelabs/turnstone.git
synced 2026-08-12 23:12:23 -06:00
dcc0e5fb0a
The depth slice: four standing reasons to return past the daily reset. - The rung ladder: the dungeon is a descent fought one rung per turn, each guardian a fixed tier. A loss bounces you home but your depth PERSISTS — you re-enter where you left off. The Wyrm now gates on BOTH level AND reaching the floor (the deep has a bottom, and you must have touched it). - The satchel + the death-save: potions are CARRIED now (up to three), bought to the satchel, drunk with quaff. The heart of it: when any fight would kill the active fighter and they carry a draught, the strongest is drunk automatically — they survive standing at the potion's value, no bounce. This fires on EVERY fight (forest, rung, and the Wyrm itself — a potion carried to the climax is a real tactical choice); a Wyrm loss so saved is "driven back, alive but unproven," not devoured. The sleeping ambush victim never quaffs (they are asleep). combat.py stays pure — the satchel and the save live entirely in the façade. - The forge: the shop spends scaling gold to add a +1 edge to equipped weapon or armour, capped — the late-game gold sink. Swapping or selling the piece loses the edge with it (one centralized unequip clears the bonus and the plus so a stat can never go phantom). - Rare beasts: a few named foes prowl the forest via weighted selection, surfacing seldom; felling one is a public Herald flash and always yields a draught into the satchel. Rung guardians are never rare (fixed foes). Four new player columns; four new banded settings; dungeon_tiers extended to three rungs. Tests 283 -> 330; the death-save (all four paths), forge accounting across forge/buy/sell/legacy, rung math, and weighted rare selection all pinned, with the death-save and forge invariants revert-verified.