Multiplayer:
- Add WaitingScreen between class select and game start; previously
selecting a class immediately started the game and locked the room,
preventing other players from joining
- Add periodic lobby room list refresh (2s interval)
- Add LeaveRoom method for backing out of waiting room
Combat & mechanics:
- Mark invalid attack targets with TargetIdx=-1 to suppress misleading
"0 dmg" combat log entries
- Make Freeze effect actually skip frozen player's action (was purely
cosmetic before - expired during tick before action processing)
- Implement Life Siphon relic heal-on-damage effect (was defined but
never applied in combat)
- Fix combo matching to track used actions and prevent reuse
Game modes:
- Wire up weekly mutations to GameSession via ApplyWeeklyMutation()
- Implement 3 mutation runtime effects: no_shop, glass_cannon, elite_flood
- Pass HardMode toggle from lobby UI through Context to GameSession
- Apply HardMode difficulty multipliers (1.5x monsters, 2x shop, 0.5x heal)
Polish:
- Set starting room (index 0) to always be Empty (safe start)
- Distinguish shop purchase errors: "Not enough gold" vs "Inventory full"
- Record random events in codex for discovery tracking
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add DailyMode/DailyDate fields to GameSession; use daily seed for floor generation
- Add [D] Daily Challenge button in lobby for solo daily sessions
- Record codex entries for monsters and shop items during gameplay
- Trigger unlock checks (fifth_class, hard_mode, mutations) on game over
- Trigger title checks (novice, explorer, veteran, champion, gold_king) on game over
- Save daily records on game over for daily mode sessions
- Add daily leaderboard tab with Tab key cycling in leaderboard view
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Grant skill points on floor clear, add allocation UI with [ ] keys
during exploration, apply SkillPower bonus to Mage Fireball and Healer
Heal, initialize skills for new players, and deep copy skills in
GetState.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Thread *rand.Rand through GenerateFloor, splitBSP, and RandomRoomType
so floors can be reproduced from a seed. This enables daily challenges
in Phase 3. All callers now create a local rng instance.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Add RoomSecret (5% chance) and RoomMiniBoss room types. Add 4 mini-boss
monsters at 60% of boss stats (Guardian's Herald, Warden's Shadow,
Overlord's Lieutenant, Archlich's Harbinger) with IsMiniBoss flag and
boss pattern logic. Secret rooms grant double treasure. Mini-boss rooms
are placed on floors 4/9/14/19 at room index 1.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Add 4 floor themes (Swamp/Volcano/Glacier/Inferno) that boost status
effect damage on matching floors. Realign boss patterns to match themes
and add PatternFreeze for the Glacier boss.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Elite monsters have ~20% spawn chance with Venomous, Burning, Freezing,
Bleeding, or Vampiric prefixes. Each prefix scales HP/ATK and applies
on-hit status effects (or life drain for Vampiric).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>