Summary
The Ambassador is a rare, passive Poolrooms entity introduced in PR 75. It currently flees from the player when observed and does nothing else. While this behavior is functional as a first-pass framework entity, it wastes the potential of an interesting non-hostile encounter. Players have no reason to chase or interact with it.
Current Behavior
- Spawns rarely in Level 1 (weight 0.25, threat level 0)
- Marked correctly as
hostile = false and blocks_movement = false
- Uses
AmbassadorBehavior which moves away from the player when within 18-tile sense range
- Auto-explore correctly ignores it
- Drops nothing, grants nothing, and has no interaction on contact
Proposed Behavior
The Ambassador should become a chase-worthy encounter that rewards players for successfully cornering or observing it. Possible directions (not all required):
- Rare drop: Catching the Ambassador (moving adjacent to it after it has fled) drops a unique item — e.g., "Ambassador's Calling Card" (lore item + small MIND buff), or a key/compass that reveals a secret route.
- Lore unlock: Examining the Ambassador at close range grants a unique clearance-level lore entry that cannot be obtained any other way.
- Secret level trigger: If the player manages to follow the Ambassador for N turns without it escaping, it leads to a secret sub-level or shortcut.
- Sanity interaction: Observing the Ambassador from a distance slowly restores sanity (its elusiveness is calming), but getting too close causes a spike of fear/damage (it doesn't want to be caught).
Acceptance Criteria
Context
Technical Notes
scripts/ai/behaviors/ambassador_behavior.gd — behavior class
scripts/autoload/entity_registry.gd — entity info and lore
scripts/world/entity_renderer.gd — visual config
scripts/resources/level_01_config.gd — spawn table entry
Summary
The Ambassador is a rare, passive Poolrooms entity introduced in PR 75. It currently flees from the player when observed and does nothing else. While this behavior is functional as a first-pass framework entity, it wastes the potential of an interesting non-hostile encounter. Players have no reason to chase or interact with it.
Current Behavior
hostile = falseandblocks_movement = falseAmbassadorBehaviorwhich moves away from the player when within 18-tile sense rangeProposed Behavior
The Ambassador should become a chase-worthy encounter that rewards players for successfully cornering or observing it. Possible directions (not all required):
Acceptance Criteria
EntityRegistrylore/clearance infoAmbassadorBehaviorflee logicContext
Technical Notes
scripts/ai/behaviors/ambassador_behavior.gd— behavior classscripts/autoload/entity_registry.gd— entity info and lorescripts/world/entity_renderer.gd— visual configscripts/resources/level_01_config.gd— spawn table entry