idea_action_matrix
IDEA Action Matrix
This matrix turns IDEA.md into executable backlog items with concrete status.
Updated
2026-04-20T13:43:19+00:00
IDEA Action Matrix
This matrix turns IDEA.md into executable backlog items with concrete status.
Status legend:
done-now: implemented in this change setqueued: scoped and prioritized, pending implementationdesign: needs design pass before coding
Implemented Now
done-nowZen input scripting: previewed chained actions (:3d2s,:3delged) with quoted named technique actions (:3d"piercing strike"+s), fast/charged pacing, and spirit-gated scripted movement.done-nowReactive parry layer: addedHparry andZspell-parry ward stances, quick-turn rewards on successful deflects, feat-gated enchanted-weapon spell parry (Spellbreaker Arms), and zen-script quoted stance actions ("parry","spell parry ward").done-nowTablets are permanent inscriptions: they can be read repeatedly and are no longer consumed.done-nowRanged ammo economy for sling/bow/crossbow with real ammo items (Bearings,Arrows,Bolts) and consumption on fire.done-nowLower stamina recovery per turn globally (tuned down from prior baseline).done-nowFloor hostile spawn cap added; non-Wendigo spawns are blocked at cap while Wendigo remains exempt.done-nowOn-screen help discoverability improved (Help: ? controlspanel hint).
World Setup Configuration
done-nowTitle-menu world setup configurator with persistent save/load integration.done-nowSpawn-rate config surface wired for core monster/loot systems (monster density, plane/biome/boss density, spiders, tablets/chests/library/forge, books/scrolls, weapon/clothing/food loot, martial/spell/true-name/secret-technique text, Aeon guardian cadence, merchants, Djinn, secret-dungeon chance, pyramid-layout chance) plus entity inclusion toggles (goblins, sorcerers, necromancers, skeletons, wendigos, spider family).done-nowOn/off world flags wired for spider ecology chain, plane availability, afterlife retention toggles, and planar influence toggles.done-nowNumeric world tunables wired for floor group size, hostile-cap bias, stamina/chi recovery, spirit burst-gain scaling, health recovery, and hunger-cost scaling.
Entity Population And Limits
done-nowEntity cap per floor to prevent runaway population except Wendigo.done-nowBoss-floor population controls and unique-floor occupancy rules.done-nowDensity knobs per plane and per biome band.
New Entities
done-nowVampire baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).done-nowLizardman baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).done-nowDragon baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).done-nowHydra baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).done-nowMinotaur baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).done-nowFairy passive astral baseline entity implemented.done-nowMeditating Sage miniboss baseline archetype implemented.done-nowBaseline behavior pass for entity-specific loops (camouflage pressure, command-capable casters, floor-gate apex behavior, legendary-action style bosses in afterlife).
Progression And Balance
done-nowGuardian/boss stat inflation pass (guardian archetypes now scale to very large HP pools with level/depth).done-nowSkill books that grant skill progression (without teaching new spell/style knowledge).done-nowLevel progression curve rework (Fibonacci-like cost ramp).done-nowStronger level-to-core-stats coupling (low-level vs high-level survivability separation).done-nowBorderlands-style enemy evolution baseline via combat XP leveling, ascension into boss state, and dynamic naming upgrades.done-nowMore feats.done-nowMore perks.done-nowCombat-style relevance pass tied to expanded damage model.
Combat Model Expansion
done-nowTyped damage-kind foundation implemented (blunt, piercing, slashing, force, burning, shocking, stunning, choking, bleeding) with compatibility wrappers.done-nowDamage-type resistance foundation implemented for actor archetypes and equipped armor/ward.done-nowStatus-kind foundation implemented plus major-status popup expansion (including starvation/famished, toxicity strain/overflow, and critical bleeding escalation popups).done-nowElement/status coupling pass (shock can apply stun/confusion/petrify and secondary burn/choking; burning/choking/stunning/bleeding riders now map from typed damage).done-nowBody-part localized status propagation and infection spread model.done-nowConfusion AI behavior (randomized movement/hesitation/erratic melee under confusion state).done-nowSpirit/chi combat relationship pass (attacks spend chi for offense scaling, spirit functions as a combat-built burst meter, and stored spirit contributes offense/defense pressure).
Weapon And Ammo Changes
done-nowSling/bow/crossbow consume ammo.done-nowAmmo types represented as inventory resources (arrows, bolts, bearings).done-nowAmmo damage-type coupling (arrow/bolt -> piercing, bearing -> blunt) plus future ammo-variant space.
World Interaction And UX
done-nowLey-line system with room anchors, regen amplification, and astral projection carry behavior.done-nowInput macro for repeated movement attempts.done-nowRoom resize/room-bounds recompute tool (flood-fill style with corridor/door stop rules).done-nowExplicit in-game controls hint for?.done-nowPyramid-style dungeon generation variant with tiered room bands and apex chamber flow.
Guardians, Afterlife, And Marks
done-nowExpanded guardian roster and encounter sequence (full grand-trial chain + final judge flow).done-nowProgressive guardian difficulty ladder and arena challenge variants.done-nowGuardian true-name bypass flow and progression wiring.done-nowGuardian curse-mark punishment loop (cross-life planar aggression/spawn escalation).
Stands
done-nowStand mortality model.done-nowStand unlock gating behind stand-arrow discovery and hidden-feature reveal state.
Portals And Multiplayer Social Systems
done-nowPortal ownership and per-owner portal-network linking.done-nowCross-player portal usage baseline in shared realms (anchors carry owner identity while remaining traversable).done-nowPortal naming support.done-nowLocal SSH multiplayer hardening and validation pass (default-secret guard + strict/playtoken identity enforcement + constant-time provision-secret checks).
Wards, Base Systems, And Defense
done-nowPersistent ward spells for rooms/bases (spawn suppression, movement denial, anti-shape, anti-cast).done-nowWard stacking and lifetime semantics (dismiss/death rules).
Bugs And Fixes
done-nowTablet read-state bug fixed (re-readable inscriptions).
Modding
done-nowMod/tileset support with profile loading fromdata/mods(orGNOSIS_MOD_DIR) and runtime tileset override wiring.done-nowCustom entities and behavior configurator: data-driven entity variants with stat/glyph overrides plus flee/attack/faction hostility table controls.
Notes From IDEA.md (Retained)
done-nowMultiplayer portal-network group-building objective (friend-linked shared portal anchors in House of Doors travel network).done-nowAdditional combat-content breadth and style linkage audit (martial-style menu now exposes explicit damage-bias mappings and conversion thresholds).