Warband, Nightfall and the long road
A mission's attributes now change the run: Warband swaps skeletons for orcs, Nightfall puts the arena under a moon, and the long and short roads change how many rooms there are. They are meant as trade-offs, not as danger. Pass 36 wore all four.
In short: A mission's attributes now change the run: Warband swaps skeletons for orcs, Nightfall puts the arena under a moon, and the long and short roads change how many rooms there are. They are meant as trade-offs, not as danger. Pass 36 wore all four.
When the mission table first went in, its tokens carried attributes that did nothing yet, and the card over a held token said they were coming. Now they're in.
Trade-offs, not danger
The first version of the table priced missions by danger. Each attribute added to a total, and reward followed the total. After seeing Astra's table I changed my mind: "I think that I don't necessarily want attributes to be bad. I want them just associated with ways that area/specific mission will have something different in them that may or may not be preferable to the player."
So the danger total is gone. Every attribute has to state what changes, what you might like about it, what you might not, and who it suits. If a candidate has only one side, it's re-cut or dropped. No enemy-health multiplier and nothing that weakens the player. Spongey enemies are the failure I most want to avoid. A token's beads now count how many attributes a mission has, with no good or bad reading.
The first four:
- Warband: every skeleton warrior is dealt as an orc, and mages stay. That means no pounces, since only the feral skeleton leaps. Orcs are armored, so Crushing pays and Biting glances off. The heaviest room, "surrounded", goes from 1 orc, 3 warriors and 2 mages to 4 orcs and 2 mages.
- Nightfall: the sun becomes a faint blue-white moon, the ambient goes low and flat, the sky near-black, and there's no fog. The loot's tells are unlit shaders that fog would dim, so fog would have shortened them. A lit brazier throws a bigger light at night, 10 m against its daytime 5.6. Every night value is a guess.
- Long road: 7 rooms instead of 5, repeating existing room types. That's more loot rolls and more time with the carry at risk, and it drains more of the hourglass.
- Short road: 3 rooms. You bank sooner, and the run's item floor lands over fewer rooms, so items per room go up.
One place to apply them, one place to clear them
All four live in one new class, RunTerms. It applies a mission's effects when the run begins, after the hub has switched off. It clears them on the way home, before the hub switches on. That order is load-bearing. The hub saves the arena's lighting when it switches on and restores it when it switches off, so if the night were still down at that moment, the hub would save the night as its daylight. RunTerms is safe to call twice.
Every "how long is this run" question now asks RunTerms.RoomsPerRun, instead of the length of the one fixed room order that four files used to read.
Nine tests came with it, watched going red with eight rules broken at once. That produced nine failures, each for its own reason. The masked one, clearing forgetting Warband, was then broken alone. A dev-panel row, "Next run adds", forces any attribute onto the next token I take. That's how pass 36 could try all four in one sitting.
Astra reviewed the branch and found one real bug. It was older than the branch: a dev-panel teleport during a fade was undone at the fade's midpoint. That's fixed, and the order against the hub's lighting is now pinned by a test. Astra also flagged pressure points for me to watch in the headset: an orc seated where a warrior fit, the arena's baked daylight under Nightfall, and the light budget once a brazier burns bigger at night. Separately, Cursor checked the docs against the code and found four stale sentences.
Pass 36
Pass 36 ran 1,364 seconds, six runs and 182 sword hits, and the log had no game exceptions.
- Warband ran, and no orc stood inside cover, which was the pressure point Astra named.
- Nightfall "read well." I also asked for more light sources to light, based on the area, so I could see to fight. That became the next piece of work, and it gets its own entry once it's settled.
- The roads ran 7 and 3 rooms as asked.
- The run after Nightfall logged as a plain five-room run with no attributes left over. That was the point of asking for a run and then another run. I didn't say whether it looked like daylight again, so that half is only the log's word.
Every attribute in that pass was added by the dev row on top of the token I took, not dealt on it. The table's own dealing is tested and was worn in earlier passes. The combination hasn't been worn yet: a token dealt with Nightfall, taken to the cradle, and played through with the night actually down.
A note on the glow at night
Nightfall's card names its upside as "the loot's light carries." While planning, Claude checked what that light is. The drop beams, glints, chest glow and edge trace are all unlit shaders, not lights. At night they don't reach any further or light anything around them. They only stand out more against a darker background. So the card's upside is a claim about contrast, and pass 36 didn't ask about it. It's still on the token, waiting to be worn.
Still open
- There is only one area, so "a mission" is still the Clearing with differences.
- I haven't said whether Warband's rooms feel spongey, and that's the question that decides whether it stays.
- The other attributes in the design (Thin ranks, Rich seam and the rest) are proposals, not built.
- The night values are all guesses that only one pass has seen.