385 lines
9.3 KiB
Markdown
385 lines
9.3 KiB
Markdown
# Ashen Realms – Playable Slice 0.12
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## Ashen Fields Complete – Integration, Balancing & Polish
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**Status:** Implementation Specification
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**Depends on:** Slice 0.11
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**Purpose:** Turn all systems built through 0.11 into one coherent, testable first-region experience before expanding to the next region.
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---
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## 1. Goal
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Slice 0.12 is not primarily a new feature slice.
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It is the point where the Ashen Fields must work as **one game**.
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A fresh character should be able to play through the complete first-region loop without developer intervention:
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**Graufurt → South Gate → Burned Road → hunt → bag limit → merchant → reputation → upgrades → Abandoned Watchpost → Ash Pit → Captain of the Ashen Band.**
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If this loop is not fun and understandable, do not move on to the next region yet.
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---
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## 2. Full Region Scope
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The complete first-region content should include at least:
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### Safe / transition locations
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- Graufurt
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- Graufurt South Gate
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### Progression locations
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- Burned Road
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- Abandoned Watchpost
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- Ash Pit
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### Core systems
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- travel
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- local location view
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- hunt
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- encounter choice
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- turn-based combat
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- Bleeding
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- Telegraphing
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- interrupt
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- Defend
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- potions/combat bag as already implemented
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- trade goods
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- monster categories
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- loot categories
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- loot bags
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- merchant trade-in
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- Silver
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- regional reputation
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- World Renown
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- reputation-gated offers
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- first quest chain
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- Tier-1 equipment
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- first area boss
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---
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## 3. Remove Legacy Progression Assumptions
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Perform a complete audit for obsolete XP-era behavior.
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For the implemented first region:
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- normal monsters must not grant XP
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- normal monsters must not grant Silver directly
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- normal monsters must not grant reputation directly
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- old Grenzmarken / border-token progression must not remain active unless explicitly reintroduced as a separate intentional system
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- merchant offers must not use old character-level gates as the primary progression requirement
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Search:
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- seed data
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- entities
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- DTOs
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- API responses
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- combat victory code
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- loot service
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- UI reward summaries
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- tests
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- docs used by implementation agents
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Do not leave old behavior silently active beside the new reputation model.
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---
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## 4. Tier-1 Item Completion
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Ensure the first region has a coherent fixed-item progression.
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Recommended Tier-1 set of named items:
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- Worn Shortsword
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- Bandit Blade
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- Ashen Blade
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- Bandit Hood
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- Reinforced Leather Jacket
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- Plunderer Gloves
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- Watchman's Leggings
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- Ashen Boots
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- Mark of the Border Watch
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- Charred Captain's Pendant
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Not every item needs to be mandatory.
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Each relevant item must have at least one clear acquisition path:
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- monster drop
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- boss guaranteed pool
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- reputation-gated merchant offer
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- quest reward, only where appropriate
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Avoid items that exist in the database but cannot realistically be obtained.
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---
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## 5. Target Combat Durations
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Use the existing balancing targets:
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### Normal enemies
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**4–8 rounds** in appropriate content.
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### Elite enemies
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**6–10 rounds.**
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### Boss
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**8–14 rounds.**
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Run deterministic simulations/tests where possible and manually play representative loadouts.
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Do not balance only around a fully optimized character.
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---
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## 6. Progression States to Test
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At minimum test these player states:
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### Fresh character
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- starter weapon
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- starter armor
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- no loot bags
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- no reputation
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Expected:
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- Ash Rat comfortable
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- Road Bandit risky but understandable
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- Watchpost clearly too early
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### Early Burned Road progression
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- Basic Hide Bag
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- first equipment upgrade
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- some merchant reputation
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Expected:
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- Burned Road reliable
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- Watchpost possible but harder
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### Mid Ashen Fields
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- several Tier-1 upgrades
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- Trophy Pouch or equivalent capacity improvement
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- improved reputation
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Expected:
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- Watchpost reliable
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- Ash Pit dangerous but approachable
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### Region-ready
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- strong but not necessarily Best-in-Slot Tier-1 loadout
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Expected:
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- Captain of the Ashen Band reasonably beatable with correct decisions
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---
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## 7. Bag / Return-Trip Balancing
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The bag system must create decisions without becoming tedious.
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Validate:
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- default capacity 1 is useful for the tutorial moment
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- Basic Hide Bag capacity 5 feels meaningful
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- trade-in trips are frequent enough to create rhythm
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- trips are not so frequent that the player spends more time returning than fighting
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- higher-value raider trophies do not require excessive backtracking
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Adjust bag capacity, travel duration or reward value rather than adding arbitrary shortcuts immediately.
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---
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## 8. Merchant Economy Balancing
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Validate:
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- a first meaningful purchase is reachable in a reasonable number of hunt cycles
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- reputation unlocks occur often enough to be noticed
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- locked items create goals rather than frustration
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- Silver does not accumulate with no useful sinks
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- trade goods have visibly different value
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- rare encounters feel economically exciting
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Do not target a perfect final economy. Target a coherent first-region economy.
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---
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## 9. World Renown Balancing
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World Renown is the long-term level-like progression.
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For this slice:
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- it must visibly increase during normal region play
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- it must not race upward from every individual kill
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- merchant exchange and major milestones are the key sources
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- first area-boss victory may grant a one-time meaningful increase
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Do not finalize the complete 10–15-rank game-wide curve unless that has already been specified elsewhere.
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Only ensure the first region produces a sensible opening segment of that curve.
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---
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## 10. Hunt Balancing
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Check encounter weights and player choice.
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The player should regularly see:
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- easy/reliable targets
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- one more rewarding/riskier option
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- occasional rare encounter
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Avoid hunts where all three cards are effectively identical.
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Rare Charred Raider should feel exciting but not so rare that normal play never demonstrates it.
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---
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## 11. UI Polish
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Review all first-region screens against the established UI design.
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Important:
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- artwork remains dominant
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- local view feels like a browser RPG, not a mobile card game
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- current location is obvious
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- NPCs/interactions are obvious
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- bag capacity is visible when relevant
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- reputation requirements are readable
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- loot summary clearly distinguishes granted vs left-behind goods
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- combat telegraphs are impossible to miss
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- locked merchant items are understandable
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- no German player-facing strings remain
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---
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## 12. Content Consistency
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Verify names, keys and terminology across:
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- database seeds
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- backend DTOs
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- Angular components
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- combat log
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- item tooltips
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- quest text
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- merchant text
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- location descriptions
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One entity must not appear as `Road Bandit` in one screen and `Street Raider` in another unless intentionally different.
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---
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## 13. End-to-End Test Scenario
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Create at least one automated or documented repeatable E2E path:
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```text
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1. Start with fresh character.
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2. Visit South Gate Warden.
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3. Accept Trouble Beyond the Gate.
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4. Travel to Burned Road.
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5. Hunt Ash Rat.
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6. Receive first Ashen Pelt.
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7. Hit HIDE capacity 1/1.
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8. Return to warden.
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9. Receive referral.
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10. Visit Borin.
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11. Receive Basic Hide Bag.
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12. Collect five Ashen Pelts.
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13. Complete quest.
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14. Hunt/trade goods with Borin.
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15. Gain Silver + regional reputation + World Renown.
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16. Unlock/buy at least one progression offer.
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17. Travel to Abandoned Watchpost.
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18. Obtain stronger Tier-1 loot.
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19. Discover Ash Pit.
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20. Challenge Captain of the Ashen Band.
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21. Win with a plausible non-BiS loadout.
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22. Receive guaranteed relevant Tier-1 item.
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23. Persist first-clear milestone.
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```
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The flow must survive page reloads and reconnects at sensible points.
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---
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## 14. Technical Verification
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Before declaring Slice 0.12 complete:
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- all backend unit tests pass
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- integration tests pass
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- frontend tests pass
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- production build passes
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- migration path works from a clean database
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- seed is idempotent where designed to be
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- Docker production image still starts
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- API and Angular static hosting still work together
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- no client-authoritative combat/loot/reputation calculation has been introduced
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---
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## 15. Definition of Done
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Slice 0.12 is complete when:
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- [ ] A fresh player can finish the complete Ashen Fields progression without manual DB edits.
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- [ ] The first quest teaches the bag/merchant loop naturally.
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- [ ] Burned Road, Abandoned Watchpost and Ash Pit each have a distinct purpose.
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- [ ] Normal enemies reward goods/equipment, not direct XP/Silver/reputation.
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- [ ] Merchant trade-in converts goods into Silver + reputation progression.
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- [ ] Reputation visibly unlocks useful offers.
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- [ ] Bags create a meaningful but not annoying return-trip rhythm.
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- [ ] Tier-1 equipment progression is noticeable.
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- [ ] Captain of the Ashen Band is a fair first-region climax.
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- [ ] Boss guarantees meaningful progression loot.
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- [ ] Combat duration targets are broadly met.
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- [ ] Player-facing content is consistently English.
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- [ ] The entire flow is server-authoritative for critical game state.
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- [ ] Production build/tests are green.
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---
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## 16. What Comes After 0.12
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Only after this slice is stable should development expand into the next region.
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Recommended next phase:
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```text
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Ashen Fields retrospective / balancing adjustments
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→ next region foundation
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→ new region enemies/mechanics
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→ new reputation/economy content
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```
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Do not immediately add many MMO systems.
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The first question after 0.12 is:
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> **Is the repeatable loop of hunting, carrying, trading, upgrading and overcoming stronger content actually fun?**
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