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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@@ -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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