Plain command surface for V1 (Phase 3): /quests, /quests info,
/quests cancel. Cheap to ship, works on mobile via the bridge.
Quest Log book item in V2 (Phase 3.5) -- nicer surface, same backend.
Sidebar HUD as V3 later, optional.
Adds a 3-quest active slot cap so cancellation is meaningful:
prevents accept-all/RNG-shop-cancel exploit, makes the cancel
button a real choice. Quest moves to READY frees the slot.
State storage schema documented (per-player JSON with active +
completed/cooldown tracking).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Full design for the unified spawn economy:
- Seven themed guild buildings (Adventurer's, Merchant's, Civic,
Library, Tavern, Foundry, Mint)
- Universal accept → complete → return quest pattern
- Villagers moved fully to spurs with rebalance principles +
initial price guidance
- Money flow architecture (bounded inflows, scaling sinks)
- Phasing plan (8 phases, each independently shippable)
- Mod stack confirmed (we have everything we need for V1)
- Risk register + open decisions to make before implementation
Status: design, not yet implemented. Phase 0 (spawn skeleton)
is the next concrete deliverable.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>