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@ Progression: gold-only economy (TQ-131/132) — essence is premium/paid, Attunement removed - Gold is the only earned currency; chain upgrades + release refunds now gold-only - Essence is the paid (Paddle) currency, cosmetics-only, not earned - Drop earned Spirit-Essence and the Attunement upgrade (removed) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> @
Sync wiki with code: transfer current public/wiki.html spec Brought every page up to the live build (the wiki had drifted to a much older state). Notable corrections: - Elements are FLAVOUR-ONLY: removed the Fire/Nature/Water matchup triangle + multiplier table (no type-effectiveness). - Monsters: multi-agent gen pipeline (Idea/Designer/Builder); Builder draws each creature from scratch as 2D shapes on a 128x128 frame (modelRender). - Combat: v2 structured judge is the default (EDITS/special-actions); added Combat Items; Player actions include Items. - Status labels: 60+ (was ~50). - Progression: exponential XP curve (100*1.15^(lvl-1)); catching grants NO XP. - Movement/Biomes: per-biome speed multipliers removed (uniform speed). - Extraction: zone-death is a 30s danger-bar timer, not 25 HP/s storm; teams no longer auto-heal at run start (free Healer in camp). - Lobby: walkable forest-village camp (Cave/Merchant/Healer/Vault/Workshop/ Bestiary/Outfitter); avatar/Esc menu for account actions. - Networking: client predicts self + extrapolates rivals; sessions = server accounts vs session-only guests; ~30% of visible monsters hunt you. - Rendering: square play window + gutters; minimap tap-zoom (M=mute); neutral combat accent; MP syncs rival chain skin + body model. - Open Questions: Q10 + Q12 now resolved. - Footer marks this GitHub Wiki canonical; public/wiki.html archived.
Extraction: Q10 confirmed; defeat triggers + SP/MP shared loseRunTeam rule
Auth is live: Google/Discord OAuth + Tamer's Account email/password (CURRENT)
Release refund (INV-T7); fog of war (PT1-T08); minimap explored-terrain + zoom
Combat: add Player actions (Swap, FGT-T4) + PvP duels (loot-on-defeat, FGT-T6); energy SP/MP parity (FGT-T5)
Combat: first-turn initiative rules (FGT-T9); Q11 updated (AI-only + initiative)
Home pitch -> AI-only; Onboarding: unified lobby hub (rotatable char, Play picker, Esc menu)
Combat is AI-only (FGT-T1): shared server judge SP+MP; deterministic engine = crash-net only
Add Onboarding & Title page (guest/login flow); update Game Loop + Sessions
Cosmetics: MP purchase now live (server-authoritative)
Cosmetics: economy (CN-9 free+earned) + MP chain-skin sync + SP/MP-self tint
Brand: rename Tamers Quest -> Tamer's Quest across wiki
Biomes: smoothed boundary speed (PT1-T22); Extraction: full-heal on run start (PT2-T04)
Spirit Chains: throw now bound to Space (Q still works)
Monsters: 115 monsters, 19 element names
Rendering: add Cosmetics store (chain + character skins)
Clarity + visuals pass: title hero, 6 mermaid diagrams, restructured Home, tighter prose
Phaser 3 migration; sprint retune; catch stabilization; spread spawns/portals
Footer: add Legal & Privacy + Play the game links (absolute URLs)
Progression: add Base Upgrades meta-progression (Prospector/Attunement/Deep Vault)
Spirit Chains: mouse-aimed throw with reticle in single-player
Rendering: add animated extraction portal (rises from ground)
PvP is live: update Overview, Game Loop, Spirit Chains engage, Q11 resolved
Crafting live: Spirit Essence chain upgrades + Progression reward
Per-biome terrain speed: add Speed column + Movement terrain row
Spirit Chains: note Inventory tab for viewing/equipping chains
Add Movement & Sprint page; Hydra Lash multi-capture now live
Spirit Chains: gold shop now live in online lobby too (locked during runs)
Gold economy: shop prices + Progression gold rewards