feat: communicate quest failure mechanics in the UI (#82)
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## 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.
This commit is contained in:
2026-03-19 17:57:17 -07:00
committed by Naomi Carrigan
parent 161127dc21
commit 0057cfeaaa
3 changed files with 18 additions and 3 deletions
+5 -1
View File
@@ -44,7 +44,11 @@ const howToPlay = [
body:
"Send your guild on quests that complete over time and reward gold,"
+ " essence, crystals, equipment, and upgrades. Multiple quests can run"
+ " simultaneously. Completing quests also unlocks new zones.",
+ " simultaneously. Completing quests also unlocks new zones."
+ " Each quest has a failure chance that increases in later zones"
+ " (from 10% in the starting zone up to 40% in the hardest zones)."
+ " If a quest fails, no rewards are granted and the quest resets —"
+ " your party must be sent again to retry it.",
title: "📜 Quests",
},
{