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turnstone/examples
Patrick Buckley dcc0e5fb0a feat(examples): Understone v0.7 — the deep, the satchel, the forge, rare beasts
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.
2026-06-13 04:40:40 -07:00
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