Expand equipment variants, add region system, fix vendor overlap, and implement missing skill passives - #27
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… 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
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https://claude.ai/code/session_01156B541GgnueY6r6vfH2Jf