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Game Overview

EternalGuild is a Godot 4 / C# tactical RPG prototype built around expedition runs.

The current loop is:

  1. Build or select a party in the guild hub.
  2. Enter a dungeon contract.
  3. Resolve tactical combat, event, treasure, and economy rooms.
  4. Claim rewards and manage equipment.
  5. Choose the next room from the path map.
  6. Return to the hub or wipe, preserving the run/meta state that the game owns.

The codex is generated from the repository so developers can inspect what is actually present in the active runtime data.

Manual Runtime Notes

Recent Changes (Jun 11 - Jun 16, 2026)

  • Bard: Majestic Word rework — now AP-based per-target cost and redesigned to allow unlimited uses once/round; implementation refactor moved behavior out of Combatant and into the Bard power implementation (see content/classes/bard/... and game/combat/scripts/powers/).
  • New Rogue powers: multiple level-1 rogue powers added and wired under game/combat/scripts/powers/rogue/ — these extend the rogue playbook with positional and piercing attacks.
  • Combat refactor: game/combat/scripts/CombatBoard.cs and CombatRenderer.cs received maintenance and refactors for clearer orchestration and rendering paths.
  • UI / Theme: unified UI theme system introduced; font size variants and theme type variations centralize previous per-node font overrides (see docs and theme migration commits).
  • Docs: several design and implementation docs were added/updated covering the Majestic Word rework, special tab combat menu, and map node spacing guarantees.

If you want, I can expand each bullet into a detailed diff-linked changelog and update generated pages (powers, classes, and combat pages) accordingly.