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update-map-and-autonomy-issue-files-sep-15-26

written 2026-09-26 12:45:36 · claude-opus-5

she said

Your directive: You are a fork with the whole design conversation in context. The developer has answered many open questions. The documentation validator now reports issue files that still cite questions she has answered, and those issues need their citations and their bodies brought up to date.

Project root: /mnt/cmdo/ritz/games/tq/ai-stuff/double-diaper-dungeon.

FIRST read /tmp/claude-1000/-mnt-cmdo-ritz-games-tq-ai-stuff-double-diaper-dungeon/f76814ba-6c5e-46ea-90d1-128d98043fd5/scratchpad/her-answers-digest.md — that is her settled design, in her own words with the reading beside each. It is the authority. Also read docs/001-what-this-game-is.md for the fixed vocabulary.

YOU OWN EXACTLY THESE TWELVE FILES. Edit only these:

  • issues/104-the-hex-map-is-built-by-a-tool.md (cites C1, C2, C3, C11)
  • issues/107-a-room-fills-with-monsters-when-nobody-is-in-it.md (cites C4, C9)
  • issues/410-reinforcements-from-connected-rooms.md (cites C4)
  • issues/501-the-priority-table.md (cites E1, E12)
  • issues/504-exploring-and-heading-for-the-ghost-room.md (cites E2)
  • issues/505-the-wait-the-call-and-the-safety-estimate.md (cites E7, E9)
  • issues/506-toilets-seeking-sensation-and-the-retry-lock.md (cites C9)
  • issues/508-going-home.md (cites C3)
  • issues/713-levels-up-and-down.md (cites C2, C3, C11)
  • issues/714-the-intro.md (cites C2)
  • issues/106-the-ghost-room-is-the-farthest-by-an-unlock-aware-flood.md
  • issues/phase-1-progress.md

Do NOT touch any other file, any document under docs/, the balance table, or docs/020-open-questions.md. Do not run git. Do not rename any file.

FOR EACH ISSUE, two jobs.

One: the Open questions row. Remove every question id she has now answered. Keep the ones still open. If none remain, write "none". The ids she answered that touch your files are C1, C2, C3, C4, C9, C11, E1, E2, E7, E9, E12. Anything else stays.

Two: the body. Where her answer changes what the issue is meant to build, rewrite the Intended behavior and the Suggested implementation steps so the blueprint is correct. Do not add a worklog, do not add a "changed on this date" note; the issue is a blueprint and it simply says the right thing now. Keep the format: the header table, Current behavior, Intended behavior, Suggested implementation steps, Related documents and tools, Still open.

The ones whose bodies genuinely change:

  • 106 is the big one, and its title is now wrong. Its current design is "the farthest room from the entrance by an unlock-aware flood". Her answer replaces that: the generator finds the graph's LONGEST JOURNEY, the pair of rooms whose weighted distance apart is greatest, with a locked door costing the whole detour to its key and back. One end becomes the entrance and the other the ghost room, preferring an end on the grid's border for the entrance, and picking at random when neither is. Rewrite the issue completely around that. You may not rename the file, so add a line under the header table saying the file's name records the algorithm this issue replaced, and that renaming it is a job for whoever next renumbers the project. Say how the pair is found (an all-pairs search is affordable at this grid size; say what the size makes affordable and name the balance entry for the grid radius), how the key detour is priced, and what the generator must assert before it accepts a layout.
  • 104 gains: every hex must be reachable, which is now a hard assertion the validator makes rather than a preference; levels are signed and there are fewer of them than there are designed ghosts; a cleared level does not persist; and the entrance is no longer an input to the ghost-room search but an output of it.
  • 107 is rewritten around one room becoming infested per iteration, chosen from uninfested rooms with no hero in them, weighted by how long each has sat empty. The old per-room countdown is gone. Also: a woken haunted toilet infests its room the same way, and the hero who woke it becomes a crybaby who flees to the room they came from.
  • 410 keeps reinforcements spawned from connected infested rooms, and gains that the whole waiting party enters at once when the door opens, and that a hero who wanders into a fight already happening joins it.
  • 501 gains the guild's size, about twenty, and that a caregiver is not necessarily a healer, which shortens the in-combat order.
  • 504 is rewritten around her wander: a weighted random walk over the doors out of the room a hero stands in, a never-visited room weighing most and then rooms by how long since anyone was there. Plus: the party identifies the ghost room and builds a basecamp beside it, and the leader is the one who deals with the ghost.
  • 505 gains the all-enter-at-once rule and the merging of two calling queues toward the easier room, with ties broken per hero and re-checked on arrival, and why that converges.
  • 506 gains the woken-toilet consequence.
  • 508 gains that every basecamp captured means the guild is forced off the level and starts it again from the beginning.
  • 713 is rewritten around her level rules: fewer levels than designed ghosts, the player choosing up or down on clearing one, difficulty and reward rising with distance from the ground, lower levels toward nature and higher toward crystal, marble and brass, and no level persisting once cleared.
  • 714 gains the level themes for what the intro must set up.
  • phase-1-progress.md: update its Blocking line to name the questions that actually still block phase 1, now that these are answered.

When done, reply with: each file and its word count, the balance-table entries you named that do not exist yet (dotted name and one line of meaning), and any new open questions (topic plus one sentence). Nothing else.

the assistant claude-opus-5
I'll update the twelve issue files to match her settled answers — citations and bodies both.
Now I'll rewrite them. Starting with 106, which her answer replaces outright.

All twelve pass the validator with no stale citations.

Files and word counts

FileWords
issues/104-the-hex-map-is-built-by-a-tool.md1483
issues/106-the-ghost-room-is-the-farthest-by-an-unlock-aware-flood.md1670
issues/107-a-room-fills-with-monsters-when-nobody-is-in-it.md1586
issues/410-reinforcements-from-connected-rooms.md923
issues/501-the-priority-table.md1464
issues/504-exploring-and-heading-for-the-ghost-room.md1491
issues/505-the-wait-the-call-and-the-safety-estimate.md1347
issues/506-toilets-seeking-sensation-and-the-retry-lock.md1117
issues/508-going-home.md912
issues/713-levels-up-and-down.md1781
issues/714-the-intro.md967
issues/phase-1-progress.md645

Balance entries named that do not exist yet

  • map.locked_door_detour_multiplier — what a key detour costs per room of distance when pricing a locked door; two, being out and back.
  • map.levels_fewer_than_ghosts — how much smaller the reachable span of level indices is than the ghost catalogue's length.
  • map.difficulty_per_step_from_ground — how much harder a level gets per step of absolute index.
  • map.reward_per_step_from_ground — how much better the rewards get per step; deliberately a separate curve from the one above.
  • room.infestation_interval — ticks between one room becoming infested. Supersedes room.infestation_ticks, which described the per-room countdown that no longer exists.
  • room.infestation_choice — the word selecting how the drip picks its candidate; ruled as weighting by time sat empty.
  • basecamp.build_duration — ticks the party spends building the camp beside the ghost room.
  • basecamp.build_cost — gold the build takes from the guild's purse.
  • explore.never_visited_weight — the weight a never-entered neighbour carries in the wander.
  • explore.weight_per_tick_unvisited — how fast a visited neighbour's weight grows with time since anyone was there.
  • monster.tier_worth — how many monsters of the tier below one monster of a tier counts as, in the safety estimate; her figure is two.

New open questions

  • Entrance and ghost room as drip candidates. Her rule says every room can be infested, so 107 takes both as candidates, reversing the old permanent exemption; she has not been asked directly.
  • Expulsion regenerates what. "Start over at the beginning of the level" reads as the same level from the same seed; 508 and 713 both rule that way and both flag it.
  • The journal after expulsion. Whether clues gathered on a level survive being thrown off it.
  • Very short longest journeys. A compact loopy level can put the ghost three rooms from the front door; whether to reject and re-roll.
  • Drip pace within a level. Whether the interval holds one pace or tightens as the level goes on.
  • A lone waiter never gives up. The wait row sits above the wander row and nothing times it out, so one hero at a door with no neighbours to call stands still forever while the drip keeps turning rooms.
  • How far a call carries. Her phrase is "within calling distance"; the document has one room through a door, and whether a locked door blocks it is unasked.
  • Fog and the wander. The wander ignores fog on the reading that fog is the player's knowledge, not the hero's; not put to her.
  • A fled crier nobody calms. The corner crier stops when the battle ends; the one who fled a woken toilet has no battle to end.
  • Who can calm a fled crier. Anyone, by the holding rule, or only a caregiver.
  • More than one built basecamp. Only the one beside the ghost room is described, with no trigger for others.
  • Whether the outline grows with depth, so deeper levels are bigger as well as harder.