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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 set
  • queued: scoped and prioritized, pending implementation
  • design: needs design pass before coding

Implemented Now

  • done-now Zen 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-now Reactive parry layer: added H parry and Z spell-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-now Tablets are permanent inscriptions: they can be read repeatedly and are no longer consumed.
  • done-now Ranged ammo economy for sling/bow/crossbow with real ammo items (Bearings, Arrows, Bolts) and consumption on fire.
  • done-now Lower stamina recovery per turn globally (tuned down from prior baseline).
  • done-now Floor hostile spawn cap added; non-Wendigo spawns are blocked at cap while Wendigo remains exempt.
  • done-now On-screen help discoverability improved (Help: ? controls panel hint).

World Setup Configuration

  • done-now Title-menu world setup configurator with persistent save/load integration.
  • done-now Spawn-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-now On/off world flags wired for spider ecology chain, plane availability, afterlife retention toggles, and planar influence toggles.
  • done-now Numeric 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-now Entity cap per floor to prevent runaway population except Wendigo.
  • done-now Boss-floor population controls and unique-floor occupancy rules.
  • done-now Density knobs per plane and per biome band.

New Entities

  • done-now Vampire baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).
  • done-now Lizardman baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).
  • done-now Dragon baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).
  • done-now Hydra baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).
  • done-now Minotaur baseline entity implemented (spawn hooks, stats, spell pool, AI/faction wiring).
  • done-now Fairy passive astral baseline entity implemented.
  • done-now Meditating Sage miniboss baseline archetype implemented.
  • done-now Baseline 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-now Guardian/boss stat inflation pass (guardian archetypes now scale to very large HP pools with level/depth).
  • done-now Skill books that grant skill progression (without teaching new spell/style knowledge).
  • done-now Level progression curve rework (Fibonacci-like cost ramp).
  • done-now Stronger level-to-core-stats coupling (low-level vs high-level survivability separation).
  • done-now Borderlands-style enemy evolution baseline via combat XP leveling, ascension into boss state, and dynamic naming upgrades.
  • done-now More feats.
  • done-now More perks.
  • done-now Combat-style relevance pass tied to expanded damage model.

Combat Model Expansion

  • done-now Typed damage-kind foundation implemented (blunt, piercing, slashing, force, burning, shocking, stunning, choking, bleeding) with compatibility wrappers.
  • done-now Damage-type resistance foundation implemented for actor archetypes and equipped armor/ward.
  • done-now Status-kind foundation implemented plus major-status popup expansion (including starvation/famished, toxicity strain/overflow, and critical bleeding escalation popups).
  • done-now Element/status coupling pass (shock can apply stun/confusion/petrify and secondary burn/choking; burning/choking/stunning/bleeding riders now map from typed damage).
  • done-now Body-part localized status propagation and infection spread model.
  • done-now Confusion AI behavior (randomized movement/hesitation/erratic melee under confusion state).
  • done-now Spirit/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-now Sling/bow/crossbow consume ammo.
  • done-now Ammo types represented as inventory resources (arrows, bolts, bearings).
  • done-now Ammo damage-type coupling (arrow/bolt -> piercing, bearing -> blunt) plus future ammo-variant space.

World Interaction And UX

  • done-now Ley-line system with room anchors, regen amplification, and astral projection carry behavior.
  • done-now Input macro for repeated movement attempts.
  • done-now Room resize/room-bounds recompute tool (flood-fill style with corridor/door stop rules).
  • done-now Explicit in-game controls hint for ?.
  • done-now Pyramid-style dungeon generation variant with tiered room bands and apex chamber flow.

Guardians, Afterlife, And Marks

  • done-now Expanded guardian roster and encounter sequence (full grand-trial chain + final judge flow).
  • done-now Progressive guardian difficulty ladder and arena challenge variants.
  • done-now Guardian true-name bypass flow and progression wiring.
  • done-now Guardian curse-mark punishment loop (cross-life planar aggression/spawn escalation).

Stands

  • done-now Stand mortality model.
  • done-now Stand unlock gating behind stand-arrow discovery and hidden-feature reveal state.

Portals And Multiplayer Social Systems

  • done-now Portal ownership and per-owner portal-network linking.
  • done-now Cross-player portal usage baseline in shared realms (anchors carry owner identity while remaining traversable).
  • done-now Portal naming support.
  • done-now Local SSH multiplayer hardening and validation pass (default-secret guard + strict /play token identity enforcement + constant-time provision-secret checks).

Wards, Base Systems, And Defense

  • done-now Persistent ward spells for rooms/bases (spawn suppression, movement denial, anti-shape, anti-cast).
  • done-now Ward stacking and lifetime semantics (dismiss/death rules).

Bugs And Fixes

  • done-now Tablet read-state bug fixed (re-readable inscriptions).

Modding

  • done-now Mod/tileset support with profile loading from data/mods (or GNOSIS_MOD_DIR) and runtime tileset override wiring.
  • done-now Custom 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-now Multiplayer portal-network group-building objective (friend-linked shared portal anchors in House of Doors travel network).
  • done-now Additional combat-content breadth and style linkage audit (martial-style menu now exposes explicit damage-bias mappings and conversion thresholds).