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Expand equipment variants, add region system, fix vendor overlap, and implement missing skill passives - #27

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phaax merged 2 commits into
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claude/expand-equipment-variants-T4A2z
Mar 31, 2026
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Expand equipment variants, add region system, fix vendor overlap, and implement missing skill passives#27
phaax merged 2 commits into
mainfrom
claude/expand-equipment-variants-T4A2z

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@phaax phaax commented Mar 31, 2026

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  • Remove arrow item; bows (short_bow, sling, crossbow, elven_longbow, death_bow) are self-sufficient ranged weapons
  • Replace ranger starting arrow with sling as secondary ranged option
  • Add ~60 new items: 19 weapons, 10 armor, 8 helmets (filling empty SLOT.HELMET), 9 accessories, 5 consumables — all with region or property tags where appropriate
  • Add region field to Item interface and tag items: mountain (dwarven), forest (elven), desert (scimitar/obsidian), swamp (bone), arctic (frost), coastal (fisherman)
  • Completely redesign shop tier tables with strict role separation: blacksmith=weapons+armor only, healer=potions+herbs only, tavern=food only, general=survival basics
  • Add biomeToRegion() in worldgen.ts; store loc.region on every town at world-gen time
  • Pass shopRegion from loc onto all vendor NPC objects in towngen.ts
  • Filter region-tagged items in getShopInventoryByRole() — regional gear only appears in matching towns
  • Implement Bargaining skill in shopScreen: 15% buy discount, 65% sell rate (up from 50%)
  • Implement Lockpicking loot quality bonus: +15% drop chance multiplier in collectLoot()
  • Implement Tracking/Archery initiative: surprise enemies on combat start (30% chance to skip their first attack)
  • Implement Herbalism forage ability: grants 1–3 healing herbs once per combat area
  • Update monster loot tables with new items (helmets, regional armor, accessories) for better variety

https://claude.ai/code/session_01156B541GgnueY6r6vfH2Jf

claude added 2 commits March 31, 2026 14:44
… implement missing skill passives

- Remove arrow item; bows (short_bow, sling, crossbow, elven_longbow, death_bow) are self-sufficient ranged weapons
- Replace ranger starting arrow with sling as secondary ranged option
- Add ~60 new items: 19 weapons, 10 armor, 8 helmets (filling empty SLOT.HELMET), 9 accessories, 5 consumables — all with region or property tags where appropriate
- Add region field to Item interface and tag items: mountain (dwarven), forest (elven), desert (scimitar/obsidian), swamp (bone), arctic (frost), coastal (fisherman)
- Completely redesign shop tier tables with strict role separation: blacksmith=weapons+armor only, healer=potions+herbs only, tavern=food only, general=survival basics
- Add biomeToRegion() in worldgen.ts; store loc.region on every town at world-gen time
- Pass shopRegion from loc onto all vendor NPC objects in towngen.ts
- Filter region-tagged items in getShopInventoryByRole() — regional gear only appears in matching towns
- Implement Bargaining skill in shopScreen: 15% buy discount, 65% sell rate (up from 50%)
- Implement Lockpicking loot quality bonus: +15% drop chance multiplier in collectLoot()
- Implement Tracking/Archery initiative: surprise enemies on combat start (30% chance to skip their first attack)
- Implement Herbalism forage ability: grants 1–3 healing herbs once per combat area
- Update monster loot tables with new items (helmets, regional armor, accessories) for better variety

https://claude.ai/code/session_01156B541GgnueY6r6vfH2Jf
@phaax
phaax merged commit 4a0d10a into main Mar 31, 2026
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@phaax
phaax deleted the claude/expand-equipment-variants-T4A2z branch March 31, 2026 19:29
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2 participants