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body_diff: "[{\"diffs\":[[0,\"se, \"],[-1,\"206 stars, GPL-3.0)\"],[1,\"GPL-3.0).\\\n\\\n> **Status update (2026-07):** Repo re-reviewed at **v1.12.11, 366 stars, 810 commits** (was ~206 stars when this note was first written). Several new systems shipped after the original capture — they are documented in **[New Mechanics (post-2025 evolution)](#new-mechanics-post-2025-evolution)** below. The original sections (offline sessions, workers, pets, guild ranks, blessings, slayer, daily/long-term quests, mercantile) remain valid and are not repeated in the new section\"],[0,\".\\\n\\\n*\"]],\"start1\":178,\"start2\":178,\"length1\":27,\"length2\":499},{\"diffs\":[[0,\"on | — (\"],[1,\"~~\"],[0,\"defer to\"]],\"start1\":2506,\"start2\":2506,\"length1\":16,\"length2\":18},{\"diffs\":[[0,\"y system\"],[1,\"~~ → **RE-EVALUATED, see below**: make it a real skill\"],[0,\") |\\\n| At\"]],\"start1\":2532,\"start2\":2532,\"length1\":16,\"length2\":70},{\"diffs\":[[0,\"t bonus\\\n\"],[-1,\"\"],[0,\"- Quest \"]],\"start1\":7059,\"start2\":7059,\"length1\":16,\"length2\":16},{\"diffs\":[[0,\"s\\\n\\\n---\\\n\\\n\"],[1,\"## New Mechanics (post-2025 evolution)\\\n\\\nThese systems appeared in Idle Fantasy **after** this note was first captured (now v1.12.11) and are strong candidates to integrate into Skara Brae.\\\n\\\n### Infinite Tower ⭐\\\nEndless floor-by-floor combat gauntlet; enemies scale forever; **every 10 floors = a milestone** rewarding unique gear + permanent XP/coin bonuses.\\\n\\\n**Why it fits:** Gives the BIGINT exponential stat system a natural home — infinite content matches infinite stats. We currently have dungeons + arena but **no repeatable-scaling endgame PvE**.\\\n\\\n**Adaptation:** Reskin as **Mangar's Tower** / the Infinite Labyrinth beneath the city. Floor milestones grant small, bounded permanent bonuses (consistent with \\\"stats only go up\\\"). Per-floor leaderboard. → **Phase 3**.\\\n\\\n### Expeditions ⭐⭐ (highest-value pickup)\\\nNon-combat *skilling* dungeons tied to a gathering skill (Agility, Fishing, Mining, Thieving, Woodcutting). Completing sessions gradually uncovers **5 hidden lore notes**; collecting all 5 **unlocks a secret combat dungeon**. Advanced expeditions are gated by having unlocked an earlier dungeon — a discovery tree.\\\n\\\n**Why it fits:** Bridges gathering skills to content gating *and* delivers lore organically — exactly the \\\"mystery beneath Skara Brae\\\" theme. Our notes currently silo gathering from dungeons; Expeditions unify them into one progression tree.\\\n\\\n**Adaptation:** Each gathering skill gets 2 expedition tiers (lvl 1, lvl 40) → reveals a themed dungeon (e.g., Mining \\\"Copper Caverns\\\" → \\\"Collapsed Mine\\\"; Fishing \\\"Sunken Grotto\\\" → \\\"Drowned Temple\\\"; Thieving \\\"Thieves' Den\\\" → \\\"Rogue Sanctum\\\"). Lore notes double as world-building collectibles. → **Phase 2–3**.\\\n\\\n### Buildings / Builder's Workshop ⭐\\\nUpgrade town buildings (Inn, Guild Hall, Church, Fairgrounds, Garden, Queue Master, Cape Rack) with coins + **Construction** materials. Each building has tiers (0 → 3), gating a passive bonus; higher tiers require a higher Construction level.\\\n\\\n**Why it fits:** Reframes our scattered \\\"guild hall upgrades\\\" into a unified **town-meta progression** the player personally drives, and gives the crafting economy a permanent gold/material sink.\\\n\\\n**Adaptation:** Make **Construction a real skill** (see re-evaluation below). Upgradable buildings: The Singing Tavern (+worker XP), Temple Row (+blessing duration), Adventurers' Guild (−quest requirements), Market Square / Fairgrounds (carnival), Harbor, plus queue-slot and cape-rack buildings. → **Phase 2**.\\\n\\\n### Carnival\\\nTraveling minigame hub. **Idle minigames** convert a skill level → tickets over time (15% → 35% chance per minute, scaling to lvl 99; Archery Range=Ranged, Strongman=Strength, Wizard's Duel=Magic, Fishing Derby=Fishing). **Active minigames** (Ring Toss, Hammer Strike, Potion Sequence, Item Appraisal, Pick-a-Cup, Higher/Lower) reward more tickets on Hard, each on a 10-minute cooldown. Ticket shop sells XP lamps, gear, pets, capes.\\\n\\\n**Why it fits:** Richer than our \\\"inn gambling (dice/cards)\\\"; the skill → ticket idle conversion is a clever loop. Drops onto our existing **seasonal/festival calendar** as a traveling faire.\\\n\\\n**Adaptation:** A traveling Carnival/Faire that appears during festivals; tickets redeemed at its shop. Active minigames map onto our inn minigame table. → **Phase 3–4**.\\\n\\\n### Pity System (\\\"Fortune's Favor\\\")\\\nEscalating bad-luck protection on the rarest gear drops (IF's v1.12.10 \\\"Divine gear pity system\\\").\\\n\\\n**Adaptation:** Given our 0.5% Legendary crafting + rare drops, add an escalating counter that guarantees a high-rarity result after N dry attempts. Reskin as **Fortune's Favor**. → **Phase 2**.\\\n\\\n### Gear Scoring\\\nPre-dungeon, IF tells you how your current gear stacks up against the dungeon's rating (v1.12.10 gear scoring).\\\n\\\n**Adaptation:** A recommended-power / gear-score indicator on our risk/reward adventure tiers so players self-select difficulty. → **Phase 1–2**.\\\n\\\n### Titles (UX reinforcement)\\\nPermanent cosmetic titles displayed as \\\"*Name* the *Title*\\\"; crucially, **locked titles are visible with their unlock condition** (skill-mastery = complete all quests in a skill chain; guild-max = reach lvl 10 in a guild; boss clears; seasonal events).\\\n\\\n**Adaptation:** Our Medals & Honours note already mentions titles — **adopt IF's locked-title-with-requirement UX** as a motivator (e.g., \\\"Master Smith,\\\" \\\"Archmage,\\\" \\\"Godslayer,\\\" seasonal titles kept permanently). → **Phase 2**.\\\n\\\n### XP Lamps\\\nConsumable that grants XP to a chosen skill (10k / 50k variants); obtained from quests, events, the Carnival shop.\\\n\\\n**Adaptation:** Flexible catch-up / reward currency we currently lack. → **Phase 2**.\\\n\\\n### Queue Slots (parallel sessions)\\\nThe \\\"Queue Master\\\" building grants additional concurrent session/queue slots.\\\n\\\n**Adaptation:** An idle-progression lever — patrons / upgrades can run multiple offline workers/sessions in parallel. → **Phase 3**.\\\n\\\n### Raid Bosses (confirmed)\\\nIF's \\\"Godslayer\\\" title = defeat every raid boss at least once, confirming a raid-boss roster exists.\\\n\\\n**Adaptation:** Validates designing a raid-boss roster for our guild raids (6–12 players). → **Phase 5**.\\\n\\\n---\\\n\\\n## Re-evaluation: Construction Skill\\\n\\\nOriginal mapping (above) said Construction → \\\"defer to property system.\\\" **Reversed.** IF now uses Construction as the backbone of the Buildings / Builder's Workshop meta. Add **Construction** as a real crafting skill in Skara Brae, feeding town-building upgrades.\\\n\\\n---\\\n\\\n## Process Ideas Worth Copying\\\n\\\n- **Auto-generated wiki from game data.** IF's entire community wiki is generated from the game's data files. This validates keeping all content (items, adventures, crit tables, spells, recipes, medals, dungeons, tower floors, expeditions) as structured JSON/TOML in `skara-brae-common` — we can auto-generate both client tooltips *and* a community game wiki from a single source.\\\n- **Layered PvE ladder.** IF matured into: expeditions → dungeons → raids → infinite tower, with buildings + carnival as parallel progression. Adopt this as our PvE spine.\\\n\\\n---\\\n\\\n\"],[0,\"## What \"]],\"start1\":7118,\"start2\":7118,\"length1\":16,\"length2\":6038}]"
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