--- description: AutoHero game spec — align code and content with docs/specification.md (combat, loot, progression, UX) alwaysApply: true --- # AutoHero — specification alignment **Source of truth:** `docs/specification.md`. When adding mechanics, content, balance, or UI copy, match names, tiers, and numbers there. If something is ambiguous, extend the spec deliberately rather than contradicting it. ## Core product - Idle/incremental **isometric** RPG; player auto-moves, fights, loots, upgrades. - Combat is **timer-based** using `next_attack_at` (intervals), not frame-tied button spam. ## Combat tuning (fixed constants) | Constant | Value | |----------|--------| | `agility_coef` | `0.03` | | `MIN_ATTACK_INTERVAL` | `250` ms | | Target attack rate | ~**4 attacks/sec** max | ## HP and death rules (§3.3 — critical) - Hero HP **persists between fights** — no auto-heal after victory. - **Level-up does NOT restore HP** unless an explicit mechanic says so. - Allowed HP restoration sources: Healing buff, Resurrection buff, revive mechanic, or explicitly described enemy/buff/mode mechanic. - Death = meaningful pause/tempo loss, not a free reset of combat consequences. ## Weapons (type multipliers) - **Daggers:** speed `1.3×`, damage `0.7×` - **Swords:** speed `1.0×`, damage `1.0×` - **Axes:** speed `0.7×`, damage `1.5×` Named weapon lists and rarities: 15 items in spec §5.2. ## Armor - **Light:** `0.8×` Defense; bias Agility/Speed - **Medium:** `1.0×` Defense; bias Constitution/Luck - **Heavy:** `1.5×` Defense; bias Constitution/Strength; **−30% Speed** Sets: Assassin's, Knight's, Berserker's, Ancient Guardian's (spec §6.2). ## Enemies and abilities - **7** base enemy archetypes and **6** elite types with level bands, crit/skill behavior, and procs (Poison, Burn, Stun, summons, etc.) per spec **§4**. Do not replace these with unrelated mob themes without updating the spec. ## Buffs / debuffs - **8** buffs and **6** debuffs; effects and magnitudes (e.g. Rage +100% damage, Shield −50% incoming, Stun blocks attacks 2s) per spec **§7**. ## Loot and gold (§8) - Rarity tiers and approximate drop frequency: Common **75%**, Uncommon **20%**, Rare **4%**, Epic **0.9%**, Legendary **0.1%** (spec §8.1). - Gold per tier: Common **5–15** … Legendary **1000–5000** (spec §8.2 table). - **Gold is always guaranteed** per kill — every victory must award gold. - Equipment items are **optional extra drops**, not a replacement for gold. - Luck buff boosts loot but does not override guaranteed gold. - Reward model: `gold always, item sometimes`. ## Progression - XP to next level: piecewise curve **v3** per `docs/specification.md` §9.1 (not the legacy single-exponential shortcut). - XP formula is **identical for online and offline** progression — no simplified offline rules. - Stat growth on level-up must use the **same canonical path** in all modes. - Phases (early/mid/late/endgame level bands and pacing goals): spec **§9.2** - After level **100** — Ascension points: `AP = (Max_Level - 50) / 10` (spec §9.3) ## Meta / retention (reference) - Daily tasks, weekly challenges, achievement names: spec **§10**. Implement semantics consistently with listed goals. ## Visual / rarity (UI) | Rarity | Color / VFX | |--------|----------------| | Common | Gray | | Uncommon | Green + glow | | Rare | Blue + particles | | Epic | Purple + strong particles | | Legendary | Gold + gold beam | ## UX principles - One screen = full game; **icons and color over text**; player stays in flow; **no blocking loads**; **mobile-first**; clear **pause/play** (spec §12). - UI must **honestly show hero state** — never visually hide HP loss with auto-healing the server/mechanic didn't grant. - UI must **clearly show reward model** — gold on every victory, items only on actual drops. ## Balance philosophy - Early game generous; mid balanced; late slow; post-100 Ascension/seasons (spec §13). Tune curves to these phase goals. ## Out of scope for MVP (do not block on) - Raids, guilds, pets, crafting, PvP duels, seasonal events — future extensions (spec §14).