Worked on the gnomish obsession with “there-I-fixed-it” with a rube goldberg with duct tape strategy.
✅ Phase 2: Utility Integration
- Gnomes use inventions for stealth, persuasion, and other non-combat situations
- Added check_gnome_utility_invention() helper function
- Integrated into stealth missions and social checks
✅ Phase 3: NPC Reactions & Dialog
- Companions react to invention successes: “By the gods, it actually WORKED!”
- Companions react to failures: “I KNEW that would explode!”
- Contextual reactions based on outcome
✅ Phase 4: Rewards
- Gnome enemies drop inventions (30% chance)
- Level-appropriate invention generation
- “🔧 The gnome enemy had a Chainsaw-on-a-Stick!”
✅ Phase 5: Tinkering System
- Tinker with inventions: Improve reliability through INT checks
- Repair inventions: Fix worn/damaged gear
- Prototype graduation: After 10 successful uses, prototype → reliable (+10% reliability)
✅ Phase 6: Companion Integration
- Pre-invention warnings: “Wait! That thing looks dangerous!” (for < 40% reliability)
- Contextual concern: “Be careful with that...” (for < 60% reliability)
- Failure reactions already covered in Phase 3
Emergent Escalation
Also - working on a way to have world-changing epic events that occur “naturally” from the simulation, not just narratively shoe-horned in there with the characters being just scripted witnesses. These events escalate, and the characters have a chance to modify before further escalation.