Commit 0f0b9e58d0

0f0b9e58d0292a7e645c11e4eef639db14c2d990

parent: 0c7885650f

Verified · cmc

cmc <hello@cleberg.net> · 2026-09-27 23:41 UTC

Give thin-flame runs 10 more torch fuel

Thin flame adds 1 torch drain per dark step. Seed 8q10qn could not
finish floor 1: the most torch reachable entering the den with crown
and key was 2, and the den escape needs 6 in the real engine.

THIN_FUEL_BONUS (10) raises the torch pickup and the brazier cap under
thin. With it, the torch, bow, vault, den route reaches the den with
enough fuel on that seed.

Layout: unified · split

1mb/data.js +1 −1
@@ -1,6 +1,6 @@
1// Game data — edit this file to mod the run (floors, relics, hazards, balance). 1// Game data — edit this file to mod the run (floors, relics, hazards, balance).
2// Loaded before the engine in index.html. 2// Loaded before the engine in index.html.
3const W=12,H=12,FUEL=16 3const W=12,H=12,FUEL=16,THIN_FUEL_BONUS=10
4const BEAST_CALM_RADIUS=4,BEAST_ENRAGED_SPEED=2,TORCH_DRAIN_BASE=1,TORCH_DRAIN_HAZARD=2,RELIC_SLOTS_LOW=2,RELIC_SLOTS_MID=3,RELIC_SLOTS_HIGH=4,RELIC_SLOTS_RICH_BONUS=1 4const BEAST_CALM_RADIUS=4,BEAST_ENRAGED_SPEED=2,TORCH_DRAIN_BASE=1,TORCH_DRAIN_HAZARD=2,RELIC_SLOTS_LOW=2,RELIC_SLOTS_MID=3,RELIC_SLOTS_HIGH=4,RELIC_SLOTS_RICH_BONUS=1
5const P={g:[5,2],b:[2,2],e:[2,9],h:[2,9],p:[2,2],i:[2,2],c:[2,2],v:[2,2],d:[2,2]} 5const P={g:[5,2],b:[2,2],e:[2,9],h:[2,9],p:[2,2],i:[2,2],c:[2,2],v:[2,2],d:[2,2]}
6const PITS=[[ 6const PITS=[[
1mb/index.html +2 −2
@@ -865,7 +865,7 @@ function touch(t,x,y){
865 if(t=="O"&&!pitSafe(x,y))return die("You step into the dark and do not find the edge.") 865 if(t=="O"&&!pitSafe(x,y))return die("You step into the dark and do not find the edge.")
866 if(S.r=="e"&&x==S.beast.x&&y==S.beast.y)return die("The beast tears you open.") 866 if(S.r=="e"&&x==S.beast.x&&y==S.beast.y)return die("The beast tears you open.")
867 if(S.drop&&S.drop.r==S.r&&S.drop.x==x&&S.drop.y==y&&S.drop.fuel){S.flags.torch=S.drop.fuel;S.drop=null;S.flags.ash=0;return setMsg("Recover the torch.")} 867 if(S.drop&&S.drop.r==S.r&&S.drop.x==x&&S.drop.y==y&&S.drop.fuel){S.flags.torch=S.drop.fuel;S.drop=null;S.flags.ash=0;return setMsg("Recover the torch.")}
868 if(t=="T"&&!S.flags.torch){S.flags.torch=FUEL;S.flags.ash=0;showHint("torch");setMsg("Take the torch.")} 868 if(t=="T"&&!S.flags.torch){S.flags.torch=FUEL+(hasMod("thin")?THIN_FUEL_BONUS:0);S.flags.ash=0;showHint("torch");setMsg("Take the torch.")}
869 if(t=="M"&&!S.flags.mask){S.flags.mask=1;setMsg("Take the funeral mask. Dark eases, but flame stops slowing the beast.")} 869 if(t=="M"&&!S.flags.mask){S.flags.mask=1;setMsg("Take the funeral mask. Dark eases, but flame stops slowing the beast.")}
870 if(t=="S"){ 870 if(t=="S"){
871 const wardBase=S.level>=3?8:4 871 const wardBase=S.level>=3?8:4
@@ -886,7 +886,7 @@ function touch(t,x,y){
886 } 886 }
887 } 887 }
888 if(t=="F"){ 888 if(t=="F"){
889 const cap=FUEL+(S.flags.relic=="wick"?4:0) 889 const cap=FUEL+(S.flags.relic=="wick"?4:0)+(hasMod("thin")?THIN_FUEL_BONUS:0)
890 const fill=S.flags.relic=="ash"?10:S.flags.relic=="wick"?8:6 890 const fill=S.flags.relic=="ash"?10:S.flags.relic=="wick"?8:6
891 const gain=S.flags.relic=="ash"?6:4 891 const gain=S.flags.relic=="ash"?6:4
892 if(S.flags.ash||!S.flags.torch){S.flags.torch=fill;S.flags.ash=0;setMsg("Light the torch from the brazier.")} 892 if(S.flags.ash||!S.flags.torch){S.flags.torch=fill;S.flags.ash=0;setMsg("Light the torch from the brazier.")}
docs/SIZES.txt +1 −1
@@ -7,4 +7,4 @@ Record a row after each phase of work; `tools/check-size.sh` prints the current
7|---|---|---:|---:|---:|---:|---:| 7|---|---|---:|---:|---:|---:|---:|
8| Phase 0 — guardrails (no game changes) | 2026-07-12 | 55,225 | 27,015 | — | 82,240 | 7.8% | 8| Phase 0 — guardrails (no game changes) | 2026-07-12 | 55,225 | 27,015 | — | 82,240 | 7.8% |
9| Phase 1 — engine enablers (data-driven graph, procgen rooms, full-floor solver) | 2026-07-12 | 61,356 | 28,998 | — | 90,354 | 8.6% | 9| Phase 1 — engine enablers (data-driven graph, procgen rooms, full-floor solver) | 2026-07-12 | 61,356 | 28,998 | — | 90,354 | 8.6% |
10| Graphics — vector tiles, room legend, dark-step cue | 2026-09-27 | 64,192 | 30,340 | 17,943 | 112,475 | 10.7% | 10| Graphics — vector tiles, room legend, dark-step cue, thin-flame fuel | 2026-09-27 | 64,262 | 30,359 | 17,943 | 112,564 | 10.7% |