Update game 1.0.27
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# Gearing System
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## Goal
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## Current Rule
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Gearing should move from boss-specific multi-item drop tables to one clear currency loop:
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The game uses fewer playable content tiers and more gear upgrade steps.
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1. Kill bosses.
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2. Earn boss coins.
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3. Craft gear with those coins.
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4. Upgrade that boss gear into the next item-level tier with higher-rarity coins.
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Content tiers:
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This keeps boss loot readable, removes low-percentage frustration, and makes every boss kill progress a targeted gear goal.
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| Content Tier | Unlock Level | Purpose |
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| --- | ---: | --- |
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| iLvl 1 | 1 | First real gear set |
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| iLvl 10 | 10 | Midgame jump |
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| iLvl 20 | 20 | Endgame jump |
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| iLvl 25 | 25 | Hard endgame |
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Gear tiers:
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| Gear Tier | How It Is Used |
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| ---: | --- |
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| 1 | Crafted from iLvl 1 content |
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| 5 | Upgrade tier from iLvl 1 content coins |
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| 10 | Crafted/upgraded from iLvl 10 content coins |
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| 15 | Gear-only upgrade tier from iLvl 10 content coins |
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| 20 | Crafted/upgraded from iLvl 20 content coins |
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| 25 | Crafted/upgraded from iLvl 25 content coins |
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This keeps the dungeon/raid picker simple while still giving players steady gear goals.
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## New Characters
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New characters start with no gear equipped.
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The first goal is to clear iLvl 1 content, earn raw boss coins, and craft the first iLvl 1 set. Starter gear exists as craftable gear, not automatic inventory.
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## Coin Tiers
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Coins are component items. Each coin is tied to a boss source and an item-level tier.
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Coins are component items. Each coin is tied to a boss and a content tier.
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| Item Level | Display Color | Rarity Key | Example |
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| --- | --- | --- | --- |
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| 5 | White | common | Bulldrome Coin |
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| Content Tier | Coin Prefix | Rarity Key | Example |
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| ---: | --- | --- | --- |
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| 1 | Raw | common | Raw Bulldrome Coin |
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| 10 | Green | uncommon | Green Bulldrome Coin |
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| 15 | Blue | rare | Blue Bulldrome Coin |
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| 20 | Purple | epic | Purple Bulldrome Coin |
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| 25 | Orange | legendary | Orange Bulldrome Coin |
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Implementation note: the current TypeScript rarity union supports `common`, `uncommon`, `rare`, and `epic`. Orange needs a new rarity key, recommended as `legendary`, plus UI color styling.
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iLvl 5 and iLvl 15 gear do not have their own playable content tier. They use coins from the previous playable tier:
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| Gear Tier | Coin Tier Used |
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| ---: | ---: |
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| 1 | 1 |
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| 5 | 1 |
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| 10 | 10 |
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| 15 | 10 |
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| 20 | 20 |
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| 25 | 25 |
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## Boss Loot
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Each boss has one loot roll.
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For now, each successful boss loot roll awards 1 to 3 coins:
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| Roll Result | Coins Awarded |
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| --- | --- |
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| Low roll | 1 coin |
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| Normal roll | 2 coins |
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| High roll | 3 coins |
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Recommended weighting:
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| Coins | Chance |
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| --- | --- |
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| 1 | 50% |
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| 2 | 35% |
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| 3 | 15% |
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The coin source comes from the defeated boss. Bulldrome drops Bulldrome coins, Rathian drops Rathian coins, and so on.
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The coin tier comes from content difficulty or roguelike depth:
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| Source | Coin Tier |
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| --- | --- |
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| Item level 5 content | White level 5 coins |
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| Item level 10 content | Green level 10 coins |
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| Item level 15 content | Blue level 15 coins |
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| Item level 20 content | Purple level 20 coins |
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| Item level 25 content | Orange level 25 coins |
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## Crafting Costs
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Gear is crafted with boss coins from the same boss and item-level tier.
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| Gear Item Level | Cost |
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| --- | --- |
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| 5 | 5 white boss coins |
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| 10 | 10 green boss coins |
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| 15 | 15 blue boss coins |
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| 20 | 20 purple boss coins |
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| 25 | 25 orange boss coins |
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Example:
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- Bulldrome item-level 5 helmet costs 5 white Bulldrome coins.
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- Bulldrome item-level 10 helmet costs 10 green Bulldrome coins.
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- Rathian item-level 20 gloves cost 20 purple Rathian coins.
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## Gear Upgrades
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Crafting can create gear directly, but upgrades should become the preferred long-term path.
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Upgrade rule:
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- Existing boss gear upgrades into the next item-level version of the same boss gear.
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- Upgrade cost uses coins from the next tier.
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- Required coin quantity equals the target item level.
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Each boss drops one boss coin for the selected content tier.
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Examples:
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| Upgrade | Cost |
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| --- | --- |
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| Bulldrome item level 5 gear -> Bulldrome item level 10 gear | 10 green Bulldrome coins |
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| Bulldrome item level 10 gear -> Bulldrome item level 15 gear | 15 blue Bulldrome coins |
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| Bulldrome item level 15 gear -> Bulldrome item level 20 gear | 20 purple Bulldrome coins |
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| Bulldrome item level 20 gear -> Bulldrome item level 25 gear | 25 orange Bulldrome coins |
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- Bulldrome at iLvl 1 drops Raw Bulldrome Coins.
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- Tigrex at iLvl 10 drops Green Tigrex Coins.
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- Barroth at iLvl 20 drops Purple Barroth Coins.
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- Anjanath at iLvl 25 drops Orange Anjanath Coins.
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Upgrade should consume the old item and award the upgraded item. This avoids duplicate clutter and keeps equipment identity clear.
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## Crafting And Upgrades
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The first gear item in a boss/item line can be crafted directly. Higher versions should be reached through Upgrade.
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Current rule:
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- Craft iLvl 1 boss gear directly.
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- Upgrade iLvl 1 -> 5 with iLvl 1 coins.
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- Craft or upgrade iLvl 10 gear from iLvl 10 content.
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- Upgrade iLvl 10 -> 15 with iLvl 10 coins.
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- Craft or upgrade iLvl 20 gear from iLvl 20 content.
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- Craft or upgrade iLvl 25 gear from iLvl 25 content.
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Upgrade consumes the old item and awards the upgraded item. This avoids duplicate clutter and keeps item identity clear.
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Examples:
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| Upgrade | Cost Source |
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| --- | --- |
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| Raw Bulldrome Helmet iLvl 1 -> Honed Bulldrome Helmet iLvl 5 | Raw Bulldrome Coins |
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| Green Tigrex Helmet iLvl 10 -> Blue Tigrex Helmet iLvl 15 | Green Tigrex Coins |
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| Purple Bulldrome Helmet iLvl 20 -> Orange Bulldrome Helmet iLvl 25 | Orange Bulldrome Coins |
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## UI Behavior
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The dungeon and raid picker only shows playable content tiers:
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```text
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iLvl 1 -> iLvl 10 -> iLvl 20 -> iLvl 25
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```
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The equipment screen still shows gear recipes for:
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```text
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iLvl 1 -> iLvl 5 -> iLvl 10 -> iLvl 15 -> iLvl 20 -> iLvl 25
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```
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Direct crafting is blocked for recipes that have a lower item-level version in the same boss/item line. Use the selected item's Upgrade button for those.
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## Roguelike Loot
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Roguelike bosses should award coins when defeated, using the same 1 to 3 coin roll.
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Roguelike gear should follow the same tier brackets.
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Roguelike coin tier should scale by wave band:
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Recommended mapping:
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| Waves | Coin Tier |
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| --- | --- |
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| 1-4 | Level 5 white coins |
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| 5-9 | Level 10 green coins |
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| 10-14 | Level 15 blue coins |
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| 15-19 | Level 20 purple coins |
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| 20+ | Level 25 orange coins |
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Boss identity can be handled two ways:
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1. Boss-based coins: use the actual boss template selected for that roguelike boss.
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2. Roguelike coins: use a generic roguelike coin per tier.
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Recommended first pass: boss-based coins. It reuses the same crafting economy as dungeons and makes roguelike runs feel connected to the main gear chase.
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## Roguelike Checkpoints
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Checkpoints should unlock every 5 waves.
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| Highest Cleared Wave | Future Start Wave |
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| --- | --- |
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| 0-4 | 1 |
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| 5-9 | 5 |
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| Stage Band | Coin Tier |
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| --- | ---: |
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| 1-4 | 1 |
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| 5-9 | 10 |
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| 10-14 | 10 |
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| 15-19 | 15 |
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| 20+ | Highest unlocked 5-wave checkpoint |
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| 15-19 | 20 |
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| 20+ | 25 |
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Checkpoint rule:
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Boss-based coins are still preferred. A roguelike boss should award coins for its actual boss template when possible.
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- Unlock a checkpoint after clearing its boss band.
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- Starting from a checkpoint begins at that wave band with matching coin tier.
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- Runs should still record leaderboard progress from the selected start wave so full runs and checkpoint runs can be ranked separately later.
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## Data Notes
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Current implementation note: the roguelike screen always starts at stage 1 and only awards XP per boss. Checkpoints need saved character progress and a start-wave selector.
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Authoritative gearing data lives in SQLite seed data:
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## Current Code Fit
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- `db/seed.sql`
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- `src/offline-starter-profile.json`
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The existing system already has most of the required foundation:
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Run this after changing seed data:
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- `items.slot = 'component'` can represent coins.
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- `character_inventory.quantity` already stacks components.
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- `crafting_recipes` and `crafting_recipe_components` already support coin costs.
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- `encounter_loot_rolls` and `encounter_loot_roll_items` already persist retry-safe loot awards.
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- `completeRoguelike` is already called after each roguelike boss kill for XP, so coin awards can attach to that same flow.
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```sh
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npm run db:init
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npm run offline:export
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```
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Needed changes:
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`npm run build` already runs `offline:export`, so a production build also refreshes the offline starter profile.
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- Replace current 4-component boss drop tables with one boss coin per boss per tier.
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- Change boss loot roll count from multiple chance slots to one 1-3 coin roll.
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- Add orange/legendary rarity support.
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- Add upgrade recipes or a dedicated upgrade endpoint.
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- Add roguelike boss coin awards.
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- Add roguelike checkpoint persistence and start-wave selection.
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- Export updated offline starter data after seed changes.
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## Suggestions
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Use guaranteed coin drops for now. One to three coins per boss gives steady progress and makes craft timing easy to understand.
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Keep coins boss-specific, not slot-specific. Slot-specific components add complexity without much decision value.
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Use upgrade-first UI. Show the next upgrade for equipped gear before showing the full crafting catalog.
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Keep direct crafting and upgrading at the same coin cost for the target tier. Direct crafting helps new slots catch up; upgrading preserves boss gear identity.
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Add a pity floor only if needed later. If boss kills always award coins, the system already has deterministic progress.
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Use one orange rarity key: `legendary`. Avoid storing display color names as rarity values; colors can change without data migration.
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TrueNAS keeps its own persistent `data/game.db`. Pushing code does not merge or replace that database. The TrueNAS app applies seed/schema changes when the container starts and runs `npm run db:init`.
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