Health survives a door, and experience needs you to be there
Arriving anywhere set health to maximum, so a run cost nothing: walk in, take what you could, walk out, walk back in whole. Current health now lives on the character record for the same reason the inventory does -- SimWorld builds a blank player on every instance change, so anything that must survive a door has to be written down -- and it is banked at every transfer, every disconnect, and on every item transaction, since a potion moves an item and hit points in one action. The hub is where that damage is paid off, at 10% of maximum per second: about ten seconds from nothing, fast enough not to be a chore and slow enough to be a decision before walking back in. The dungeon rate is unchanged, so waiting one out is still not a plan. Regeneration is a property of the world now rather than a constant. adopt() no longer touches current health. It is called mid-session by on_choose_upgrade, and reading health from the record there would snap a player back to whatever was last written to disk; recompute_max_hp still clamps downwards so Glass Cannon takes the hit points above the new ceiling with it. ServerRuntime._adopt_character stays the one place a record becomes a live player. Experience is still undivided, but now only among players within XP_AWARD_RADIUS of the kill -- ten percent past what a player can see, so anyone who watched it die is inside and someone parked in the entrance room is not. The death events carry a position for this, and deliberately do not put it on the wire: encode_events still writes the id alone. diag_progression covers the whole chain end to end -- wounded in a dungeon, escaped to the hub with the wound intact, healing there, and walking back in still hurt -- because a unit test cannot transfer a peer. Both halves were mutation-tested against it; the unit suite alone missed the arrival heal entirely. The Proving Grounds is recorded in the roadmap as a debugging tool that does not ship: it pays full experience for a boss with 8% health. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -147,10 +147,19 @@ removed from the instance and left at the roster screen. The one exception is a
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linkdead player, which has nobody to show a roster to, so its body is left for
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the escape channel to resolve as before.
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**Experience is shared across the party, undivided.** Everyone alive in the
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instance receives the full amount for a kill. Splitting it would make bringing a
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friend cost you progress, which is the opposite of what the hub roster exists to
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encourage.
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**Experience is shared across the party, undivided — among everyone who was
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there.** Everyone alive receives the full amount for a kill. Splitting it would
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make bringing a friend cost you progress, which is the opposite of what the hub
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roster exists to encourage.
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Presence is a separate question from the split, and it has a radius:
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`SimConfig.XP_AWARD_RADIUS`, ten percent past `FOG_VIEW_RADIUS`. Anyone who
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watched something die is inside it; a player parked in the entrance room while
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the party clears the dungeon is not, and used to collect the whole run. Ten
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percent past sight rather than exactly on it, so the edge of the fog is
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comfortably inside and nobody loses a kill they actually saw. One consequence
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worth knowing: an upgraded shot outranges this several times over, so a kill
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made somewhere you cannot see pays nothing.
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**A level-up heals by the amount it added.** Gaining a level mid-fight should
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feel like relief, not like the bar you were watching got further from full.
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@@ -168,12 +177,23 @@ than the one-second escape channel, and it would make that channel pointless.
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The menu greys the button out so the rule is visible, but the server refuses
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regardless of what any client's UI allows.
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**Health regenerates at 0.5% of MAXIMUM per second, with no out-of-combat
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gate.** A percentage rather than a flat rate, so it does not become irrelevant
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at level 15 — a capped character regains 1.2 hp/s against a level 1's 0.5, and
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both take about 200 seconds to heal from nothing. No combat gate because at this
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rate it cannot out-heal anything actually shooting at you, and a trickle that
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never stops is easier to reason about than a timer players have to learn.
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**Health regenerates at 0.5% of MAXIMUM per second in a dungeon, with no
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out-of-combat gate.** A percentage rather than a flat rate, so it does not become
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irrelevant at level 15 — a capped character regains 1.2 hp/s against a level 1's
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0.5. No combat gate because at this rate it cannot out-heal anything actually
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shooting at you, and a trickle that never stops is easier to reason about than a
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timer players have to learn.
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**The hub regenerates at 10% per second, and health is carried through a door.**
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Arriving anywhere used to set health to maximum, which meant a run cost nothing:
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walk in, take what you can, walk out, walk back in whole. Current health now
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lives on the character record — the same reason the inventory does, since
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`SimWorld` builds a blank player on every instance change — and the hub is where
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it is paid off, over about ten seconds. Fast enough that recovering is not a
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chore, slow enough that it is a decision to make before walking back in. The
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dungeon rate is unchanged, so waiting inside one is still not a plan.
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More friction is expected here later; this is the floor, not the design.
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**A dead character is gone, as far as the player is concerned.** Retirement is
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the server's own bookkeeping for archival and troubleshooting; the roster the
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@@ -142,6 +142,15 @@ couple of minutes instead of a quarter of an hour, and because it is a portal
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rather than a launch flag you can compare it to a real run without restarting
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the server.
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**It is a debugging tool and does not ship.** It pays exactly the same
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experience a real run does — `Progression.xp_for_boss` ignores its argument and
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`xp_for_enemy` keys on the enemy id, which the difficulty multipliers do not
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touch — while its boss has 8% of its health and its trash drops ten times as
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often. That makes it strictly the best place to level and to farm, which is
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correct for a harness and would be ruinous in a release. Remove it from
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`Dungeons.ORDER` (and its `P` marker from the lobby stamp) before shipping, or
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give `DungeonDef` an `xp_mult` alongside the three multipliers it already has.
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Adding a dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker in
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the lobby stamp — the Nth marker, in reading order, opens the Nth entry, so the
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two have to stay in the same order.
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