generated from nhcarrigan/template
feat: communicate quest failure mechanics in the UI (#82)
## Summary Addresses recurring community confusion about quests failing — multiple players asked whether it was a bug or intended behaviour with no in-game explanation. - **Exports `zoneFailureChance`** from `tick.ts` so the quest panel can read it - **Quest cards** now show a `🎲 X% failure chance` note on all available quests, with a brief explanation that a failure resets the quest with no rewards - **"Last attempt failed" hint** now reads `"⚠️ Last attempt failed — no rewards were granted."` so players understand the consequence immediately - **About panel** updated to document the failure mechanic, including the 10%–40% range across zones Closes #80 ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #82 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #82.
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@@ -44,7 +44,11 @@ const howToPlay = [
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body:
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"Send your guild on quests that complete over time and reward gold,"
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+ " essence, crystals, equipment, and upgrades. Multiple quests can run"
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+ " simultaneously. Completing quests also unlocks new zones.",
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+ " simultaneously. Completing quests also unlocks new zones."
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+ " Each quest has a failure chance that increases in later zones"
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+ " (from 10% in the starting zone up to 40% in the hardest zones)."
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+ " If a quest fails, no rewards are granted and the quest resets —"
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+ " your party must be sent again to retry it.",
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title: "📜 Quests",
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},
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{
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