Combat engine: swing-by-swing fights, Frontier and expeditions, trophies
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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README.md
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README.md
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@ -13,9 +13,16 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
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construction (with masonry), cooking, leatherworking, herblore, combat,
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prayer and reconnaissance. Smiths also make hardware for builders, one kind
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per metal (copper rivets to rune locks), which fittings and buildings need.
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- **Combat:** fights cost HP (less when out-levelled or armoured); below half
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health you eat food from your bank, and out of food you retreat, losing
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nothing but the fight. HP recovers 25% an hour.
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- **Combat:** every fight is played out swing by swing: you and the enemy
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each have HP, a swing timer, accuracy and a max hit, and swings hit, miss
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or crit (power from level and gear aims and hits; armour dodges and soaks).
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Below half health you eat from your bank; out of food you retreat, losing
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nothing but the fight. HP recovers 25% an hour. The Combat page replays
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the fight live. Fights are split into the Frontier (bandits, sabotage,
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drilling, the city's troubles) and expeditions: Greenwood to start, then
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one area per tier (Old Watchtower, Sunken Barrows, Iron Hills, Frostpeak,
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Dragon's Spine), each with a golem, a troll, a spirit and a flyer that drop
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trophies for stronger weapons, and a boss (the dragons at the top).
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- **Tiers:** six RuneScape-style tiers (copper, iron, steel, mithril,
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adamant, rune at levels 1–75) of ore, trees (up to enchanted) and hides (deer,
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boar and bear from hunting; green, blue and red dragonhide from fighting
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