Refactor/enchantment helpers - #29
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These are local Claude Code context docs, not meant to ship in the PR. Removes them from git tracking (files remain on disk) and ignores CLAUDE.md/INDEX.md going forward. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0143sWrFVXpuj8SMbSSGNgft
SlyDevil
reviewed
Aug 31, 2026
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| private static int CalculateCustomResourceCost(int skillValue) | ||
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| var factor = Hero.MainHero.GetCultureSpecificCustomResource().GetCustomResourceGeneralizedFactor(); |
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I'm unsure to what degree that factor has been reflected upon, balanced around, or tested. This will need specific testing to see how it plays out in practice.
SlyDevil
reviewed
Aug 31, 2026
| | `BattleMechanics/AI/` (all of it: `CastingAI/`, `TeamAI/`, `ArtilleryAI/`, `CivilianMissionAI/`, `CommonAIFunctions/`) | FW | Battle-simulation infrastructure, not a toggleable feature — every battle uses it regardless of which content modules are involved. | | ||
| | `BattleMechanics/` root (`TORBattleAgentLogic`, `AddAgentComponentsMissionLogic`, `CustomCrosshairMissionBehavior`, `CinematicCameraMissionView`) | FW | Generic mission plumbing. | | ||
| | `BattleMechanics/` root — `CareerPerkMissionBehavior` | MOD → `Careers/` | Career-specific despite living at `BattleMechanics/` root today. | | ||
| | `BattleMechanics/` root — `TORMonsterSiegeLogic`, `SiegeEarlyVictoryMissionLogic` | MOD → `TORCustomSettlement/` | Monster-siege support exists for Troll Cave content. | |
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Siege support is for things like troll and treemen being able to bash down gates and not try to climb stairs as they'll get stuck due to size.
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Mostly splitting into 2 files, and refactoring one completely. I tested and it works.
Also added a condition when the player has neither enough gold or special currency.