P5 the Old Stag: standing stones and altar, three-phase boss with charges, stun window, spirit wolves and stomps; antler pickaxe and trophy; group scaling and credit for every fighter; online 3-player test (protocol 12)
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# Progression and challenges design
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Status: **P1 (iron), P2 (stone), P3 (adversaries) and P4 (hazards)
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built**; P5 is a proposal.
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Status: **P1-P5 built** (iron, stone, adversaries, hazards, the Old Stag).
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*As built in P1:*
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- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
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@@ -123,6 +122,35 @@ built**; P5 is a proposal.
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It burns 40 s (you can warm yourself by it), falls, and leaves 2 charcoal.
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- Network protocol 11.
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*As built in P5 (the Old Stag):*
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- The standing stones: 7 tall stones in a ring at the foot of the rim with
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an altar in the middle (from the seed; 60 m+ from the spawn and den, 50 m+
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from the barrow, 42 m+ from the bear's home). E on the altar sets barrow
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key pieces in its three hollows; with all three in, at night, it calls
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the Old Stag.
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- The Old Stag: 900 health, 3.8 m at the shoulder. It circles, lowers its
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antlers (1.2 s warning), and charges in a straight line through where
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you were: 30 if it catches you, nothing if you step aside. Then it's
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stunned for 2.5 s, when hits do half as much again. Below 2/3 it calls 3
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spirit wolves; below 1/3 2 more, quicker warnings (0.8 s), a 1.5 s stun,
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and a stamp (15 to anyone within 5.5 m, every 4 s). No fear of fire.
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- It goes back into the mist at dawn, or 5 s after everyone's left the
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stones or died: the key pieces stay in the altar for another night.
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- Beaten: its antler and a trophy (a placeable stand) where it fell, the
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key pieces used up, and the world remembers (day and, on a server, who;
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everyone's told). Three new key pieces call it again.
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- In a group (on a server): anyone can set key pieces in the altar. It has
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60% more health for each extra living player within 45 m when it's
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called (900 alone, 1980 for three), and calls one more wolf each time for
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each extra player (up to 4 more). It remembers everyone whose blow,
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arrow or spear hit it; when it falls, all of them are named ("Beaten by
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Alice, Bob and Cara on day 2") and saved. The antler and trophy go to
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whoever picks them up first (tests/test_net_boss.gd: three players).
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- Antler pickaxe (forge: the antler, an iron bar, 2 wood): tier 3, 3.0 a hit
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(iron 2.0), 250 uses (iron 200), 4 stamina a swing (iron 6).
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- Network protocol 12; creature health now goes over the wire in tenths
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(up to 6553), so the stag's 900 fits.
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Today the island runs out of goals after a few days: once you have stone
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tools, a hut, a bow and a fire, the only threats are wolves at night, the
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cold and your diet. This plan adds a **second tier of materials** (iron and
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@@ -43,6 +43,7 @@ Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d).
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- [x] The bear: raids unattended food, palisades and closed huts keep it out, bear hide rug, bear fat *(P3, part 2)*
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- [x] Crows and foxes steal food left out; the barrow, its guards, the coffin and key pieces *(P3, part 3)*
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- [x] Hazards: food spoilage (rot speed setting), smoking rack and salt, food poisoning, harsher blizzards, hard winters, lightning on trees *(P4)*
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- [x] The standing stones and the Old Stag: a three-phase boss, its antler and trophy, the antler pickaxe *(P5)*
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- [ ] **Iron, stone building and new adversaries**: iron nuggets and ore,
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smelting and a forge, iron tools and durability, cut-stone building,
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an alpha wolf, a bear, a barrow with guards, spoilage and blizzards
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