Documentation / Under the hood
Roadmap
Emunah is in daily use on a Priest, the only class it supports today, and that support is still at an early stage. Curing, defences, the interface, the map and hunting carry a character day to day; PvP and fighting beside allies work, and are being refined from every spar. What comes next is more classes, and reading more of the fight.
Where it stands
| Area | State |
|---|---|
| Classes | Priest only, at an early stage. Further classes are in development |
| Curing, healing and the rift | In daily use, against denizens and players, with situational rules and tree use from real fights |
| Defence keep-up, pipes, rites, riding and antitheft | In daily use |
| Interface and chat | In daily use |
| Map, walking and locator lines | In daily use |
| Hunting: walker, kill lists, support mode, loot | In daily use |
| People, names and presence alerts | In daily use |
| PvP | Priest: five modes across three lanes, opponent tracking, locks, absolve. Early, and refined from each spar |
| Allies | Partners, target calls, presence, the class of everyone attacking you |
Planned
More classes
Priest is the only class Emunah supports today, and further classes are in development and coming soon. Monk comes first, because it needs no change to the class interface. A second class is also the only way to prove the PvP modes are not quietly Priest-specific, so a guide to adding classes follows it.
Reading a partner's attacks
Knowing what a partner has landed on your shared target, so neither of you gives it again. This needs their attack lines as you see them, captured in a real fight beside them.
Talking to a partner
Calling your target to a partner, and sharing what you have landed. Each command needs its exact syntax from HELP first.
Limb preparation
A count of the damage on each of the target's limbs, so a kill that starts from broken limbs can be set up deliberately and seen coming against you.
A fight's afflictions ending with the fight
Today an affliction tracked on an opponent stays until a cure line or an eaten herb removes it. A finished fight should not carry into the next one against the same person.
Breaking shields
A Priest has no general way to break a shield, so today a shielded denizen is attacked until the attempt limit gives up on it. Breaking the shield waits on a confirmed mechanic.
Judging a denizen before attacking
Using a denizen's constitution to decide whether it is worth fighting, and whether the health floor should be higher for it, once what the figures mean in play is confirmed.
How things get built
These are why the roadmap is shorter than it could be.
- A wrong assertion is worse than a gap. A missing pattern does nothing. A wrong one asserts an affliction you do not have, and a balance is spent curing it. Where the exact game text or mechanic is unknown, the feature waits.
- Evidence over reasoning. Mechanics come from HELP files, timestamped transcripts, GMCP traces and the players who cast them, recorded in the repository alongside the code that relies on them.
- Every fix carries its test. Each behavioural fix comes with a test that would have caught the original report, and nothing is committed with the suite failing.
Something missing, or something wrong? Open an issue, ideally with an emset debug log or a transcript of what happened.