Commit b478ce

2026-09-22 15:19:18 Anonymous: Expand chest deck with oxygen tank and separate one-square materials
hold the flood/the pack.md ..
@@ 50,6 50,9 @@
- **Previous reward, 2026-09-21:** the Waiting Area chest supplied one Arc Emitter and one Trigger button. The owner replaced that pair with Boots of Dodgin on 2026-09-22. Previously awarded items remain property, including anything left in an already opened chest. The Arc and its neighbour/button mechanics remain available; both current chests now draw from the shared deck described below.
- **Boots of Dodgin** *(owner's card, 2026-09-22)*: one 2x1 item representing a pair of boots. +10% walking speed while in the pack. Press Space: spend 5 seconds of oxygen for +200% movement speed for 0.5 second. This triples the boosted walking speed: **3.3× base speed with one pair**. Cooldown 3 seconds. Cannot activate while already dodging from any item.
- **Isolation bridge:** 1x4 bar. Does nothing in the pack. It is cargo, and it is awkward on purpose.
+ - **Iron bar** *(owner's card, 2026-09-22)*: 1x1. Does nothing. Three separate copies are in the chest deck; one chest gives one copy.
+ - **Copper bar** *(owner's card, 2026-09-22)*: 1x1. Does nothing. Three separate copies are in the chest deck; one chest gives one copy.
+ - **Plastic salvage** *(owner's card, 2026-09-22)*: 1x1. Does nothing. Three separate copies are in the chest deck; one chest gives one copy.
- **Scrap and other loot:** 1x1 up to odd shapes of five or six squares. Does nothing in the pack. Loot is where the awkward shapes live.
## Boots of Dodgin — owner decision and current implementation, 2026-09-22
@@ 74,11 77,17 @@
## The shared chest deck — owner decision, 2026-09-22
- The owner changed both current chests (Western Promenade and Waiting Area) to dynamic rewards: one shared shuffled deck containing **one Service Gun and one Boots of Dodgin**. Each draw removes that item until a new departure refills and reshuffles the deck. The starting gun is separate. Static chests remain available with specified items and do not consume deck entries. [Rooms](/Hold%20The%20Flood/Rooms) records the request verbatim and owns the chest rules.
+ The owner changed both current chests (Western Promenade and Waiting Area) to dynamic rewards: one shared shuffled deck, now expanded to **12 individual items: one Service Gun, one Boots of Dodgin, one Oxygen Tank, three Iron bars, three Copper bars and three Plastic salvage**. Each draw removes that item until a new departure refills and reshuffles the deck. The starting gun is separate. Static chests remain available with specified items and do not consume deck entries. [Rooms](/Hold%20The%20Flood/Rooms) records the request verbatim and owns the chest rules.
+
+ Each material copy is its own 1x1 item with no effect. One draw gives only one copy, not a stack of three. The tank uses its existing size and behavior and is supplied full (five minutes). A saved departure retains its deck until the next departure refills it from the expanded list; this preserves already-consumed cards and old two-card saves.
+
+ The material pictures reuse [Lorc's Metal bar](https://game-icons.net/1x1/lorc/metal-bar.html) and [Caro Asercion's Soda bottle](https://game-icons.net/1x1/caro-asercion/soda-bottle.html), under CC BY 3.0. Grey iron, copper-coloured copper and muted green plastic tiles are implementer choices. The pictures are fitted to 1x1 squares with credits in the project; no generated artwork or purchases. Item names and cards identify the materials as well as colour.
Draw on first opening is the implementer's default. If the item will not fit, it waits at the chest; reopening or loading keeps the same item. Saving preserves the order and used cards, even after both have been drawn. An exhausted deck stays empty until departure. Existing opened chest contents and property from earlier versions remain intact; taking an item left from an earlier trip does not consume a new card or top up that chest. Old saves without deck information get one fresh deck without changing earlier static rewards.
- **Verification:** all **289 tests passed (229 Core + 60 Unity)**, covering draw order, exhaustion, full packs, old and current saves, return/death versus departure, and static single/multiple rewards. Normal E and pack interactions pass for both room visit orders. In play, a saved first draw stayed consumed after restarting; the other chest gave the remaining item. Repeated E created nothing further, returning kept the deck empty, and the next departure restored both cards. Visiting the Waiting Area first then gave the pistol there and boots in the Promenade. Both pickups and their inventory screens were inspected. These checks isolate rewards with cleared-room state; they do not remeasure combat difficulty.
+ **Previous two-card verification:** all **289 tests passed (229 Core + 60 Unity)**, covering draw order, exhaustion, full packs, old and current saves, return/death versus departure, and static single/multiple rewards. Normal E and pack interactions pass for both room visit orders. In play, a saved first draw stayed consumed after restarting; the other chest gave the remaining item. Repeated E created nothing further, returning kept the deck empty, and the next departure restored both cards. Visiting the Waiting Area first then gave the pistol there and boots in the Promenade. Both pickups and their inventory screens were inspected. These checks isolate rewards with cleared-room state; they do not remeasure combat difficulty.
+
+ **Expanded-deck verification:** all **300 tests passed (237 Core + 63 Unity)**. Checks cover the exact 12-card counts, separate material copies, one item per chest, inert 1x1 items, full tank supply, saving and exhaustion, old two-card saves retained until departure, static rewards and actual E/pack interactions. In a live check with cleared rooms and controlled deck order, E collected Iron bar, Copper bar and Plastic salvage as separate one-square items; the tank arrived with 300 seconds of oxygen. Inventory icons, colours, item descriptions and final layout were inspected. This checks rewards and presentation, not combat balance.
## The starting bag
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9