215 lines
13 KiB
Markdown
215 lines
13 KiB
Markdown
# Progression and challenges design
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Status: **P1 (iron) and P2 (stone) built; P3 started (the alpha)**; the
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rest of P3, and P4-P5, are proposals.
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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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shore) and rusty boulders (about a quarter of the boulders, mostly near
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the rim; iron ore when mined) are on every island, old worlds included.
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- Charcoal kiln (2 wood -> 1 charcoal, 20 s), smelter (1 ore or 3 nuggets +
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1 charcoal -> 1 bar, 30 s) and forge. Kiln and smelter open like chests
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and work on their own (also through a slept night and on a server).
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- At the forge: iron axe and pickaxe (twice as fast), iron spear, iron
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arrows (x1.5 damage, the bow uses them first), nails, lantern.
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- **Durability** (decided: yes): stone tools 60 uses, club 80, wooden spear
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50, bow 100, rod 80, iron tools 200 (iron spear 180). A bar on the slot;
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a warning near the end; it breaks at 0. Repair in the crafting panel's
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Repair tab: stone and wood at a workbench (a flint, wood or fibre), iron
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at the forge (an iron bar). Wear stays with the item in chests, graves,
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on the ground (a thrown spear) and in saves.
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- Not yet: the cooking pot and stews, the iron-banded door (with P3, when
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something can break doors), iron armour.
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*As built in P2:*
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- Stonecutter (workbench: 8 wood, 4 iron, 10 stone) cuts 2 stone into a
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block of cut stone. No granite outcrops yet: the stonecutter is the only
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source.
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- At the stonecutter: stone floor (4), wall (6), pillar (3), stairs (4),
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window (5), doorway with a wooden door (6 + 4 wood), hearth (10).
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- At the workbench: wooden stairs, window and palisade (with nails), a
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wooden post, a palisade gate.
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- Support: stone loses 5% going up (wood 10%); wood can't hold stone up
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("Stone needs stone or the ground under it"); through a pillar any step
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up or down counts as vertical, so a post under a span carries it.
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- Hearth: a campfire (fuel, cooking, wolves) with 1.5x the heat radius that
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rain never speeds up. A sheltered room with mostly stone walls is 6
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warmer. Shelter rays now run 0.6 m up, under window sills, so a room with
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windows still counts.
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- Palisade: 3 m tall, blocks like a wall online too. No fences.
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*As built in P3 so far (the alpha):*
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- Wolf moon: nights 7, 14, 21... (worked out from the day, so every game on
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a server agrees). The moon turns red and a toast warns you.
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- The alpha (135 HP, bites for 16) comes out of the den with the pack and
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leaves at dawn. It isn't afraid of fire and never runs. If it can't reach
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you it batters the nearest shut door near you: a wooden door (or the
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wooden leaf in a stone doorway or palisade gate) gives way after about
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five blows and hangs broken until mended (E, 2 wood); then it comes in.
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- Iron-banded door (forge: 2 iron, 4 wood, 4 nails) can't be broken.
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- Drops: alpha pelt, 1-2 fangs, meat. Alpha cloak (+35 warmth) at the
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workbench. Network protocol 7.
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- Not yet: the bear, crows and foxes, the barrow and its guards.
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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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cut stone) that makes you go somewhere risky to get them, and **new
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adversaries and hazards** that grow over the days, so there's always a next
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thing to build toward and a reason to.
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All content stays procedural or CC0, data-driven (`data/items.json`,
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`data/recipes.json`, new `data/creatures.json`), and runs through Actions,
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so it works on a server the same way everything else does after M2.4/M2.5.
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## 1. The progression in one picture
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```
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stone tools ──> find iron (nuggets, rust-streaked boulders, the barrow)
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│ │
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│ clay + stone ──> charcoal kiln, smelter
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│ │ (ore + charcoal -> iron bar, takes time and fuel)
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│ v
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│ forge ──> iron axe / pickaxe / spear / arrows,
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│ │ nails, hinges, lantern, cooking pot
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│ v
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└──────────> stonecutter (needs iron) ──> stone walls, floors,
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pillars, stairs, hearth
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```
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Each step needs something from a harder, more dangerous part of the island,
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so progression and challenge pull on each other.
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## 2. Iron
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**Where it comes from:**
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- **Iron nuggets**: small ground pickups in the scree at the foot of the
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mountain rim and in stream beds. A handful per day; enough for your first
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bars, not for a base. (Regrow slowly, like flint.)
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- **Rust-streaked boulders**: a new resource node, red-brown streaks in the
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rock, mostly high on the rim slopes and around the wolf den. Needs a stone
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pickaxe; gives stone plus 2-4 iron ore. These are the main supply.
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- **The barrow** (§4): iron scrap and a few ready bars inside, guarded.
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**Clay** (new): lumps on the lake shore and in the shallows, picked by hand.
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**Processing** (all new pieces, placed like a campfire, state on the server):
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| Piece | Recipe | Does |
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| Charcoal kiln | 10 stone, 6 clay | wood in, charcoal out (1 per 2 wood, 30 s each) |
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| Smelter | 15 stone, 10 clay, 2 iron nuggets | iron ore or 3 nuggets + 1 charcoal -> 1 iron bar (45 s); burns charcoal, goes out in heavy rain without a roof |
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| Forge (anvil + hearth) | 6 iron bars, 10 stone, 4 wood | the station for iron recipes |
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Smelting **takes real time** and the smelter keeps working while you're
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away (like a campfire burning), so you load it, go and do something else,
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and come back. On a server everyone can see the glow and use it.
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**What iron makes** (at the forge):
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| Item | Recipe | Why you want it |
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| Iron Axe | 2 iron, 2 wood | tier 2: fells trees in half the hits, better weapon (14) |
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| Iron Pickaxe | 3 iron, 2 wood | tier 2: mines rust boulders fast, and **granite** outcrops (cut stone) |
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| Iron Spear | 2 iron, 3 wood | 26 damage, 40 thrown |
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| Iron Arrows x10 | 1 iron, 4 sticks, 4 feathers | +50% damage |
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| Nails x10 | 1 iron | building upgrades (below) |
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| Iron Lantern | 2 iron, 1 resin | hands-free light you hang on a wall or carry; wolves hesitate like a torch, rain doesn't put it out |
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| Cooking Pot | 3 iron | placed over a fire: **stews** that count for two diet groups at once (e.g. meat + greens), so a balanced diet is easier once you've earned it |
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| Iron-banded Door | 2 iron, 4 wood, nails | strong door (wolves, later raiders, can't break it) |
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| Iron armour (later) | bars + hide | damage reduction; heavy, slows stamina regen |
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**Tool durability** (new, recommended): tools and weapons wear with use and
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break (stone ~60 uses, iron ~200). Repair at a workbench (stone) or forge
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(iron) for a little material. This is what makes iron worth getting rather
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than a nice-to-have, and keeps you coming back to the forge.
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## 3. Stone building
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**Cut stone** comes from granite outcrops (iron pickaxe) or from cutting
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ordinary stone at a **stonecutter** (8 wood, 4 iron, 10 stone).
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New pieces (same 2 m grid, snap with the wood ones):
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| Piece | Recipe | Notes |
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| Stone floor | 4 cut stone | |
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| Stone wall | 6 cut stone | |
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| Stone pillar | 3 cut stone | carries load: resets support for what's on top |
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| Stone stairs | 4 cut stone | first real stairs (also a wooden version) |
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| Stone hearth | 10 cut stone | an indoor fire: heat in a radius 1.5x a campfire's, never rained out, cooks |
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| Arch / doorway | 6 cut stone | takes a wood or iron door |
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**Support rules:** stone that touches the ground has support 1 and loses
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only 5% going up, so you can build tall stone towers and use **stone at the
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bottom, wood on top** (Valheim style). Wood can't hold stone up: a stone
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piece on a wooden one has no support. Stone pillars inside a wooden hall
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let it span further. Interior walls and doors work as they do now.
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**Why bother:** stone is sturdier (§4: things that break walls can't break
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stone), it's warmer (a stone room counts as better shelter, a little extra
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warmth), it doesn't burn (§5, lightning), and it lets you build big.
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**Wooden upgrades** too, using nails: windows (light, still sheltered),
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wooden stairs, fences and a **palisade wall + gate** (a ring round your base,
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taller than a wolf can jump).
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## 4. Adversaries
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Each one is a different kind of problem, not just more HP.
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| Adversary | Where / when | What it does | What beats it | Drops |
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| **Wolves** (today) | nights from day 4 | pack circles, darts in | fire, torch, walls | pelt |
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| **Alpha wolf** | every 7th night (the "wolf moon": the moon turns red, a big howl) | leads the pack, 3x HP, **breaks wooden doors** | iron door, stone walls, a fight with iron weapons | alpha pelt (warmest cloak), fang |
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| **Bear** | daytime, deep forest near the rim; one per island | wanders, sniffs out food: **raids unattended chests with food and campfires with meat** | a palisade, stone storage, or a hard fight (spears, arrows from cover) | big hide (rugs, warm bedding: better rest), fat (resin/lantern fuel), lots of meat |
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| **Barrow guards** | the **barrow**: an ancient burial mound with a stone ring, generated from the seed (like the den) | skeletal guards wake if you enter at night (or always after day 10); slow, hit hard, ignore torches | daylight raids, blunt weapons (club does +50% to bone) | iron scrap, a few iron bars, a **barrow key piece** (§6) |
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| **Crows / foxes** | anytime, near food | steal berries and raw meat left on the ground or in open fires | a closed chest | — |
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Creatures run on the server (needs M2.5's server-side creature framework),
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so on a server everyone faces the same bear and the same alpha.
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## 5. Hazards and pressure (not creatures)
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- **Food spoilage**: raw meat and fish rot after 2 in-game days (berries
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3, mushrooms 4). A **smoking rack** (wood, fibre) and **salt** (from the
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sea-cliff rocks) preserve them. Cooked food keeps longer. Makes storing
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food a choice, and feeds the bear/crow raids.
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- **Food poisoning**: raw meat sometimes makes you sick (stamina regen
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halved, can't eat for a minute). Cooking fixes it.
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- **Blizzards**: on cold days a blizzard can roll in: visibility drops,
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warmth falls fast outside, snow piles on roofs. Being sheltered matters.
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- **Lightning**: in storms, lightning can strike tall things near the rim;
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a struck tree or **wooden** piece catches fire and burns for a while
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(stone doesn't). Optional (§8), as losing a base to weather can feel unfair.
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- **Hard winters**: every ~12 days, three cold days in a row (snow down to
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the valley, the lake edge freezes, fewer animals). A seasonal goal: stock
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food and fuel before it.
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## 6. Something to aim for: the Old Stag (optional boss)
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Three **barrow key pieces** (from barrow chests) open the **standing
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stones** on the rim. At night they summon the **Old Stag**, a huge antlered
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spirit: charges, summons a wolf pack, has phases. Beating it drops its
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antler: **antler pickaxe** (mines anything, even granite, fast) and a
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trophy. The world remembers it was beaten (a message on a server).
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It's a milestone, not a gate: nothing is locked behind it except bragging
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rights and the best pickaxe. More bosses can come with new worldlets.
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## 7. Phases and tests
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| Phase | Delivers | Done when |
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| **P1 Iron** | nuggets, rust boulders, clay, charcoal kiln, smelter, forge, iron tools/weapons/arrows/nails/lantern/pot, durability and repair | a test smelts a bar from ore it mined and crafts an iron axe; the axe fells a tree in half the hits and wears out after ~200 uses |
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| **P2 Stone** | stonecutter, granite, stone pieces, stairs, pillars, hearth, stone-on-wood rule, windows, palisade | a stone tower 10 m high stands; stone on wood refuses; a hearth keeps a stone room Sheltered and Warm in a blizzard |
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| **P3 Adversaries** | alpha wolf + wolf moon, bear and food raids, crows/foxes, the barrow and its guards | the alpha breaks a wooden door but not an iron one; the bear empties an unguarded food chest and ignores one behind a palisade |
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| **P4 Hazards** | spoilage and preserving, food poisoning, blizzards, hard winters, (lightning) | meat rots on schedule and keeps on the rack; a blizzard drops warmth outdoors and not in a hearth room |
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| **P5 Boss** | key pieces, standing stones, the Old Stag | a scripted fight test reaches the end and drops the antler |
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**Order:** P1 and P2 are items, recipes and pieces through Actions, so they
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work online straight away and can come any time (before or after M2.5).
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P3 and P5 are creatures, so they should come **after M2.5**, built directly
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on the server-side creature code instead of being written twice. P4 can come
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any time; spoilage on a server runs with the shared clock.
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## 8. Questions for you
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1. **Durability:** tools wear out and need repairing (recommended: it's
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what makes iron matter), or tools last forever?
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2. **Lightning and fire:** can storms set wooden buildings alight, or keep
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weather from destroying bases?
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3. **Raids:** should adversaries damage buildings (the alpha breaking wooden
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doors, the bear raiding chests), or only threaten the player?
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4. **The boss:** worth having (the Old Stag), or keep it to the wild
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island with no boss fights?
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5. **Order:** P1 iron + P2 stone now, then M2.5, then the creatures? Or
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M2.5 first?
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