BloodcraftExpansion Roadmap¶
Custom / Planned Content
Nothing on this page claims an implemented BloodcraftExpansion gameplay feature.
| Phase | Goal | Exit condition |
|---|---|---|
| Foundation | Define data ownership, configuration, persistence, and compatibility boundaries | Architecture reviewed against named Bloodcraft and game versions |
| First playable content | Implement a minimal bloodline/class vertical slice | Server restart, reset, migration, and balance tests pass |
| Full roster | Add remaining bloodlines, classes, and specialization branches | Every effect has source ownership, caps, and admin controls |
| Content integration | Connect encounters, relics, factions, events, bounties, and dungeons | Each category has a tested gameplay loop and recovery plan |
Architecture concerns to resolve¶
- Bloodcraft has no documented public expansion API in the stable source reviewed for this wiki.
- Custom class names overlap conceptually with upstream class selection and Shift-slot state.
- Persistence must not overwrite or reinterpret upstream JSON.
- Eclipse presentation requires a verified bridge; no custom protocol should be invented.
- Game-version PrefabGUIDs and hooks must be discovered and validated during implementation.
Future category stubs describe design goals only. See Sources for the upstream version boundary.