P3 thieves and barrow: crows and foxes steal food left out; the barrow with its guards, coffin loot and key pieces; blunt club vs bone (protocol 10)

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Paul Bailey
2026-11-05 09:23:31 +00:00
parent 96aac29606
commit 9528f91e47
20 changed files with 1695 additions and 21 deletions

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# Progression and challenges design
Status: **P1 (iron) and P2 (stone) built; P3 started (the alpha)**; the
rest of P3, and P4-P5, are proposals.
Status: **P1 (iron), P2 (stone) and P3 (adversaries) built**; P4-P5 are
proposals.
*As built in P1:*
- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
@@ -66,7 +66,34 @@ rest of P3, and P4-P5, are proposals.
- Drops: bear hide, 2-3 fat (fire fuel, three times wood), 5-7 meat. Fur
rug (bear hide, 2 fibre): in a sheltered room, Cozy: +4 warmth and
Rested twice as fast. Network protocol 8.
- Not yet: crows and foxes, the barrow and its guards.
*As built in P3 (crows and foxes):*
- Food left on the ground with nobody within 10 m for 20 s draws a thief
from 35 m away (at most 3 at once): a crow by day, a fox from 17:30 to
06:30. Food in a chest is never touched by them.
- A crow flies in, lands and eats one every 3 s; anyone within 7 m and it
takes off. Shot down: 1-2 feathers.
- A fox slinks up and runs off with the whole stack; come within 10 m
while it's creeping in and it bolts empty-handed. Kill it while it's
carrying and it drops the food; let it get 45 m from everyone and it's
gone. Raw meat and a hide.
*As built in P3 (the barrow):*
- One per island, on open ground (55 m+ from the spawn, 70 m+ from the
den; looser on lumpy islands): a grass mound you can walk over, a stone
passage into a 4 x 4 m chamber with a coffin, ringed by standing stones.
- Three guards (80 HP, hit for 20, move at 3.4 m/s: slower than you walk)
stand at their posts. They wake when someone is inside the stone ring at
night or any time after day 10, when the coffin is opened, or when one
is hit. Fire and torches don't bother them. Beyond 22 m from the barrow
they give up and walk back to their posts.
- The club is blunt: +50% on bone. Guards drop a little iron.
- The coffin: 1-3 iron bars, 3-6 nuggets and a barrow key piece (three
open the standing stones, P5). It fills again 5 days after it was
emptied, at dawn with nobody about, and the fallen guards are back.
Emptied coffin and fallen guards are saved. Network protocol 10.
- Not yet: iron scrap (bars and nuggets instead); the standing stones and
the Old Stag (P5).
Today the island runs out of goals after a few days: once you have stone
tools, a hut, a bow and a fire, the only threats are wolves at night, the

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@@ -41,6 +41,7 @@ Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d).
- [x] Stone building: stonecutter, cut stone, stone floors, walls, pillars, stairs, windows, doorways, hearth; wooden stairs, windows, posts, palisade and gate *(P2)*
- [x] The wolf moon and the alpha: breaks wooden doors, iron-banded doors hold, alpha pelt and cloak *(P3, part 1)*
- [x] The bear: raids unattended food, palisades and closed huts keep it out, bear hide rug, bear fat *(P3, part 2)*
- [x] Crows and foxes steal food left out; the barrow, its guards, the coffin and key pieces *(P3, part 3)*
- [ ] **Iron, stone building and new adversaries**: iron nuggets and ore,
smelting and a forge, iron tools and durability, cut-stone building,
an alpha wolf, a bear, a barrow with guards, spoilage and blizzards