Implement quality effects on reputation #248

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opened 2026-03-16 01:41:47 +00:00 by freemo · 0 comments
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Metadata

Field Value
Parent Epic Epic: Crafting Quality & Skills (#213)
Legendary Crafting & Resource Economy (#200)
Type Feature
Priority Medium
MoSCoW Should Have
Points 5
Branch feature/m4-quality-reputation-effects
Commit Message Implement quality effects on reputation (#248)

Background and Context

Crafting is not just about making items — it is about building a reputation as a craftsperson within the game world. When a player crafts high-quality items (Masterwork or Legendary tier), this achievement should be recognized by the local settlement and its NPCs. Similarly, selling crafted items to merchants should affect the player's merchant reputation, influencing future trade prices.

This feature connects the crafting quality system to the reputation system, creating a meaningful feedback loop: better crafting leads to better reputation, which leads to better trade deals, which supports further crafting investment.

Expected Behavior

  1. Crafting Reputation Gain: When a player crafts a Masterwork or Legendary quality item, they gain reputation with the local settlement/faction associated with the area where they are crafting.
    • Masterwork: +5 reputation points.
    • Legendary: +15 reputation points.
    • Lower tiers grant no crafting reputation.
  2. Selling Reputation Effect: When a player sells a crafted item to a merchant NPC:
    • The merchant's opinion of the player is affected by the quality of items sold.
    • Selling Masterwork+ items improves merchant reputation.
    • Selling Crude/Poor items decreases merchant reputation.
    • Standard and Fine items have no reputation effect.
  3. Reputation Thresholds: Higher merchant reputation unlocks better buy/sell prices (this integrates with the trade system).
  4. Notification: Players receive a notification when their reputation changes due to crafting or selling.

Acceptance Criteria

  • Crafting a Masterwork item grants +5 reputation with the local settlement.
  • Crafting a Legendary item grants +15 reputation with the local settlement.
  • Crafting Crude, Poor, Standard, or Fine items grants no crafting reputation.
  • Selling a Masterwork+ crafted item to a merchant improves merchant reputation.
  • Selling a Crude or Poor crafted item to a merchant decreases merchant reputation.
  • Selling Standard or Fine crafted items has no merchant reputation effect.
  • Players receive notification messages when reputation changes.
  • Reputation values are persisted across sessions.

Subtasks

  • Implement crafting reputation gain on Masterwork and Legendary tier crafts.
  • Integrate crafting reputation with the local settlement/faction system.
  • Implement merchant reputation adjustments on item sale based on quality tier.
  • Define reputation gain/loss values for each quality tier on sale.
  • Implement player notification messages for reputation changes.
  • Ensure reputation values are persisted across sessions.
  • Docs: Update YARD comments on affected classes and methods. Update relevant Docusaurus documentation pages if applicable.
  • Tests (Cucumber): Add tests/unit/quality_reputation.feature covering crafting reputation gain per tier, selling reputation effects, notification messages, persistence.
  • Tests (Cucumber Integration): Add integration feature in tests/integration/ for crafting-to-reputation-to-trade flow.
  • Tests (Profiling): Run bundle exec rake unit_profile and verify no performance regressions.
  • Quality: Verify coverage >=97% via bundle exec rake unit. If coverage is <97% then review the current unit test coverage report at build/tests/unit/coverage/ and use it to write new Cucumber based unit tests to improve code coverage. Specifically, write Cucumber/Gherkin style unit tests that are descriptively named and specifically improve coverage on whichever file has the most uncovered lines by writing tests that will target the uncovered lines in the report. Once that is done rerun bundle exec rake unit to verify all tests pass and coverage is above >=97%. Only mark this as complete once coverage is >=97%, if not repeat this task as many times as is needed until coverage reaches >=97%.
  • Quality: Run bundle exec rake (default task: unit tests with coverage) and bundle exec rake integration, fix any errors if needed ensuring both pass across entire code base, do not ignore any failure even if it seems unrelated to this commit, fix it.

Definition of Done

This issue is complete when:

  • All subtasks above are completed and checked off.
  • A Git commit is created where the first line of the commit message matches the Commit Message in Metadata exactly, followed by a blank line, then additional lines providing relevant details about the implementation.
  • The commit is pushed to the remote on the branch matching the Branch in Metadata exactly.
  • The commit is submitted as a pull request to master, reviewed, and merged before this issue is marked done.
## Metadata | Field | Value | |---|---| | **Parent Epic** | Epic: Crafting Quality & Skills (#213) | | **Legendary** | Crafting & Resource Economy (#200) | | **Type** | Feature | | **Priority** | Medium | | **MoSCoW** | Should Have | | **Points** | 5 | | **Branch** | `feature/m4-quality-reputation-effects` | | **Commit Message** | `Implement quality effects on reputation (#248)` | ## Background and Context Crafting is not just about making items — it is about building a reputation as a craftsperson within the game world. When a player crafts high-quality items (Masterwork or Legendary tier), this achievement should be recognized by the local settlement and its NPCs. Similarly, selling crafted items to merchants should affect the player's merchant reputation, influencing future trade prices. This feature connects the crafting quality system to the reputation system, creating a meaningful feedback loop: better crafting leads to better reputation, which leads to better trade deals, which supports further crafting investment. ## Expected Behavior 1. **Crafting Reputation Gain**: When a player crafts a Masterwork or Legendary quality item, they gain reputation with the local settlement/faction associated with the area where they are crafting. - Masterwork: +5 reputation points. - Legendary: +15 reputation points. - Lower tiers grant no crafting reputation. 2. **Selling Reputation Effect**: When a player sells a crafted item to a merchant NPC: - The merchant's opinion of the player is affected by the quality of items sold. - Selling Masterwork+ items improves merchant reputation. - Selling Crude/Poor items decreases merchant reputation. - Standard and Fine items have no reputation effect. 3. **Reputation Thresholds**: Higher merchant reputation unlocks better buy/sell prices (this integrates with the trade system). 4. **Notification**: Players receive a notification when their reputation changes due to crafting or selling. ## Acceptance Criteria - [ ] Crafting a Masterwork item grants +5 reputation with the local settlement. - [ ] Crafting a Legendary item grants +15 reputation with the local settlement. - [ ] Crafting Crude, Poor, Standard, or Fine items grants no crafting reputation. - [ ] Selling a Masterwork+ crafted item to a merchant improves merchant reputation. - [ ] Selling a Crude or Poor crafted item to a merchant decreases merchant reputation. - [ ] Selling Standard or Fine crafted items has no merchant reputation effect. - [ ] Players receive notification messages when reputation changes. - [ ] Reputation values are persisted across sessions. ## Subtasks - [ ] Implement crafting reputation gain on Masterwork and Legendary tier crafts. - [ ] Integrate crafting reputation with the local settlement/faction system. - [ ] Implement merchant reputation adjustments on item sale based on quality tier. - [ ] Define reputation gain/loss values for each quality tier on sale. - [ ] Implement player notification messages for reputation changes. - [ ] Ensure reputation values are persisted across sessions. - [ ] Docs: Update YARD comments on affected classes and methods. Update relevant Docusaurus documentation pages if applicable. - [ ] Tests (Cucumber): Add `tests/unit/quality_reputation.feature` covering crafting reputation gain per tier, selling reputation effects, notification messages, persistence. - [ ] Tests (Cucumber Integration): Add integration feature in `tests/integration/` for crafting-to-reputation-to-trade flow. - [ ] Tests (Profiling): Run `bundle exec rake unit_profile` and verify no performance regressions. - [ ] Quality: Verify coverage >=97% via `bundle exec rake unit`. If coverage is <97% then review the current unit test coverage report at `build/tests/unit/coverage/` and use it to write new Cucumber based unit tests to improve code coverage. Specifically, write Cucumber/Gherkin style unit tests that are descriptively named and specifically improve coverage on whichever file has the most uncovered lines by writing tests that will target the uncovered lines in the report. Once that is done rerun `bundle exec rake unit` to verify all tests pass and coverage is above >=97%. Only mark this as complete once coverage is >=97%, if not repeat this task as many times as is needed until coverage reaches >=97%. - [ ] Quality: Run `bundle exec rake` (default task: unit tests with coverage) and `bundle exec rake integration`, fix any errors if needed ensuring both pass across **entire** code base, do not ignore any failure even if it seems unrelated to this commit, fix it. ## Definition of Done This issue is complete when: - All subtasks above are completed and checked off. - A Git commit is created where the **first line** of the commit message matches the Commit Message in Metadata exactly, followed by a blank line, then additional lines providing relevant details about the implementation. - The commit is pushed to the remote on the branch matching the **Branch** in Metadata exactly. - The commit is submitted as a **pull request** to `master`, reviewed, and **merged** before this issue is marked done.
freemo added this to the v1.3.0 milestone 2026-03-16 01:41:47 +00:00
freemo self-assigned this 2026-03-16 01:41:47 +00:00
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Reference: aethyr/Aethyr#248
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