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Player Request Backlog (disposition)

Player Request Backlog (disposition)

Status: IN PROGRESS — owner disposition 2026-08-01; design-fit gate mandatory (standing idea 25325) Parents: index.md, combat.md, economy.md, heroes.md

Last updated: September 17, 2026

Dark Tower — Player Request Backlog (disposition)

Status: IN PROGRESS — owner disposition 2026-08-01; design-fit gate mandatory (standing idea 25325)
Parents: index.md, combat.md, economy.md, heroes.md
Related: human_idea 21800 (audio refresh), human_task 24214 (on-device combat resume), prior design review task 24452

Design Fit Gate (MANDATORY — all games)

Player feedback is input, not a product mandate. Every KEEP theme and every fix MUST be checked against design + code before shipping:

Fit class Meaning Agent action
HAVE Already designed and shipped (or mostly) Verify; improve discoverability/copy if needed; do not rebuild
INTENTIONAL Designed away from the ask (cap, paywall, floors) Do not clobber; teach or slight rebalance only if design owner reopens
GAP Design promises it / fits pillars but missing or broken Build to design, not to the loudest complaint
TUNE Fits design; numbers/copy need adjustment Tune within existing formulas and voice rules
BUG Code diverges from design Fix code toward design; scenario_test

Rules for builders:

  1. Load the owning design doc before coding.
  2. If the ask contradicts a documented intent (e.g. potion cap 3, account-link for guild, difficulty floors), stop — decline or escalate to design, do not “fix” the design out of existence.
  3. Prefer explain / discover / wire existing systems over new systems.
  4. Prefer scenario_tests that lock the design law (cap still 3; examine works; etc.).
  5. Same gate applies to every game and every tweak (DF, Lineage, Zoo, …).

Applies equally to DF/Lineage/Zoo standing backlogs: darkness-falls, lineage, zoo-simulator.


How to use

Live query (do not freeze):

SELECT id, character_level, status, created_at, feedback_text
FROM claude.player_feedback
WHERE game_type = 'DARK_TOWER' AND feedback_type = 'FEEDBACK'
  AND status IN ('NEW','VIEWED','ACTIONABLE','QUEUED')
ORDER BY created_at DESC;

As of 2026-08-01 open set: ~489 (380 VIEWED / 96 QUEUED / 13 NEW).


Disposition of the KEEP pack

Every item below reached a terminal outcome. The pack is not a backlog of intentions any more; where an item is still open it names the task that owns it.

Item Outcome Evidence
T8 gold FIXED is the single renderer behind the moneyreplacementvalue substitution and concatenated the raw long, so how much gold do i have said "about one point two million" while inventory said "1234567" one breath later. It now routes through PurchaseVoiceFormatter.spokenIntegerOrComma, fixing ~12 call sites at once. Four sites that wrote goldAmount + " " + getDarkTowerMoneyType(gbp) were collapsed onto the same renderer — that one-arg overload returns the SINGULAR "gold coin", so the mine spoke "You collect 450 gold coin". Guard: scenario_test 3418.
T4 potion cap cap VERIFIED CORRECT, copy FIXED maxHealingItemsPerCombat returns a literal 3 and never reads its argument; the cap is untouched and still locked by . Both capped strings promised the player could raise the cap "by capturing buff stack locations in the free explore zones" — a mechanism that exists nowhere in the game. Both now state the cap plainly and point at the mid-combat buy option. Guard: scenario_test 3419; scenario_test 689's prose pin was updated under the TUNE licence this table grants.
T5 waves VERIFIED CORRECT Waves already carry entry text, a per-wave header, a wave-cleared line, best-run framing and a death rank. Not rebuilt.
T5 raid FIXED Raid score reads RAID_BOSS_UNLOCK_POINTS. Raid cards now speak the percent complete; raid status still answers on demand.
T3 grouping VERIFIED CORRECT Multi-enemy attacks already collapse to one cross-enemy sentence; enemy health already bands above three. Not re-expanded.
T3 grammar FIXED Two spoken clauses lacked a noun and an end stop — a bare count read as "3 can't fight this round", and the dominated clause ran into the sentence after it.
T3 duplication FIXED Round-start HP is the single health line. Enemy count is spoken once: "There are N enemies still standing." The attack rollup no longer restates "Across N enemies". Guard: .
T10 messages FIXED (cbc248129) LISTEN_TO_MESSAGES is in ; listen no longer drains a second page.
T1 examine FIXED Inspect routes to learn. learnAbout() speaks no plus sign, percent sign, or raw enum. Equip slot pages offer a what-does-it-do option. Guard: , .
T11 collect hub FIXED Auction winnings and completed quests are implementations. process_action_handlers row 305 stays on collectDailyQuests, which now delegates COLLECT to . Honor-token collect joins the same hub.
T18 hit chance VERIFIED CORRECT — DECLINED Code matches this doc term for term, including the difficulty floors, the 93 cap and the level curve. The investigate-condition (code differs from formula) is not met, so the outcome is teaching copy (task 26855), not a rewrite. The player claim that hit chance never scales is factually wrong: level 1 gives +0, level 100 +40.
T19 capacity DECLINED BY DESIGN A basic attack hits one enemy on purpose — index.md "Every DT combat turn is one meaningful action". The 1-versus-20-to-30 mismatch is real but widening basic-attack targeting needs an owner decision. Explanatory copy is task 26855.
T6 / T7 VERIFIED LIVE Hero-return announce and direct-power-by-name both still live; not reimplemented.

KEEP — with design fit (owner 2026-08-01)

ID Theme Fit Design truth Build shape (allowed)
T1 Examine weapon/armor/gem/accessory GAP Inventory/equip exist; players need “what does this do” without equipping Examine / inspect by slot; do not invent a second inventory model
T2 Character-select / walk SFX GAP (asset) Voice identity; not a systems rewrite Asset-curator + wire keys; pairs 21800 music rotation
T3 Combat HP / enemy-list verbosity TUNE Combat rollup already exists (, voice-length design). Players still report long HP lists Tighten rollup / optional detail tier; do not reintroduce full per-enemy essays
T4 Healing potion mid-fight fairness INTENTIONAL + TUNE Cap = 3 per combat is design law (index.md Quick Start, combat.md). : KEEP intentional; mid-combat buy potion already shipped Never uncap without GA6 rebalance. May improve copy when capped / buy path discoverability
T5 Waves/raid points grind TUNE Waves/raid are intentional endgame sinks Clearer progress, not “delete waves.” Nostalgia “make it March” = decline
T6 Hero missions complete notify HAVE SHIPPED — session-load announcement Verify live; do not re-implement
T7 Direct power by name HAVE (mostly) SHIPPED 24533 — 40+ powers direct-match; backstab earlier Residual gaps only if a common power still needs NLU; expand carefully (name collisions)
T8 Gold as thousands/hundreds GAP (voice polish) Fits voice-first; no economy change Number formatting helper for large gold
T9 Enchant weapons anytime GAP Enchantment content + marketing exist; player-facing enchant path was incomplete (24452 / epic 24532) Wire enchant to design in economy.md — not a new diamond sink invent
T10 Listen-messages less preamble TUNE Shared chat patterns () Same as DF D1: less spam, still drain on listen
T11 Unified collect menus GAP Multiple collect surfaces exist One Collect hub if it maps cleanly to existing actions
T15 Earlier / clearer companions TUNE Douglas at start is design; 6 slots + heroes layer Unlock copy / list companions — not free max power companions at L1
T17 Soundtrack rotation GAP (content) 21800 — rotate owned tracks, not “no music” Asset rotation; design-aligned
T18 Hit chance “never scales” INTENTIONAL (formula) Formula includes level; floors/caps intentional (24452 DECLINE “never scales”) Do not “fix” floors away. Optional: teach hit chance / difficulty; investigate only if code ≠ formula
T19 Enemy count vs attack slots TUNE / BUG Attack capacity is design; spam enemies may be card content Prefer content/card or explain; do not give infinite multi-target without design

DEFER

ID Theme Why
T12 Frequent respec Progression identity / economy — needs cost design
T13 Gift/trade No live P2P transfer; Economy 2.0 naming only
T14 More / less predictable dungeons Content after integrity bugs
T16 Difficulty options as new modes Difficulty already EASY–HELLSCAPE; new modes need design pass
T20 Explosive shots shop SKU Content SKU later
T25 Last Light flavor beats Storyline polish when editing that arc

DECLINE (design / business)

ID Theme Why
T21 Gold → diamonds convert Undercuts diamond IAP
T22 Guild without account link Link is intentional community safety; fix link failures instead
T23 Remove monetization / free all chapters Business model; fix broken purchases separately
T24 Revert to March / “boring” only Nostalgia; route real lag to bugs

BUG / support escalate

Theme Sample Notes
Chapter rewind / ch17–18 dead ends / loop 10680, 10289, 10214, 10111, 10828 Story graph integrity — design = card graph correct
Resume auto-attack 10564, 24214 Design: resume must re-present combat, not auto-resolve
Diamonds / protector pack / unread msgs 11051–11052 ISP + link; align design promises with fulfillment
Companion wrong / potions / trinkets / auction 10110, 9930, 10206, 10398 Toward designed behavior
Capture net vs “too healthy” 10635 Net selection already designed — verify live
NLU catch-all 10919 Skill health

Prior design-accepted bugs still open unless shipped: Whirlwind AOE wiring (24531), enchant surface (24532).


Queue linkage (2026-08-01)

  • 25349 — DT bugs: chapter progression + resume combat (card graph)
  • 25350 — DT voice/UX KEEP (T1, T3, T8, T10, T11; verify T6/T7 HAVE)
  • 25351 — DT balance/verify (T4/T5/T18/T19 — no design clobber)
  • Do not re-queue T6/T7 as greenfield — verify only
  • 24532 owns T9 enchant if still open; 24531 Whirlwind AOE if still open

Standing idea 25325 stays open for the next live cycle.

Changelog

  • 2026-08-01 — Owner accepted recommended dispositions with Design Fit Gate (must not clobber design; HAVE/INTENTIONAL respected). Same gate required for all games.