Game Overview
EternalGuild is a Godot 4 / C# tactical RPG prototype built around expedition runs.
The current loop is:
- Build or select a party in the guild hub.
- Enter a dungeon contract.
- Resolve tactical combat, event, treasure, and economy rooms.
- Claim rewards and manage equipment.
- Choose the next room from the path map.
- 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
- Game State Runtime Map: current hub, expedition, combat, navigation, relic, and meta-progress state owners.
Recent Changes (Jun 11 - Jun 16, 2026)
- Bard:
Majestic Wordrework — now AP-based per-target cost and redesigned to allow unlimited uses once/round; implementation refactor moved behavior out ofCombatantand into the Bard power implementation (seecontent/classes/bard/...andgame/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.csandCombatRenderer.csreceived 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.