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Release Healer Man 0.1.40
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@@ -2879,3 +2879,152 @@ Vite's existing large-chunk advisory remains informational.
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tests plus the real-combat integration test passed. The 432-test focused
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combat/party/class/health/input regression suite and 18 server tests passed.
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Production build, final TypeScript check, and release candidate check passed.
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## 2026-09-13 - RoM character nameplate class labels
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- RoM overhead nameplates and AI party frames now show the active class alone,
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or primary/secondary class names joined with `/`, without race or `Primary`.
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- An isolated local fixture using the real scene, party frames, and shared
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character preview verified `Warrior`, `Priest`, and `Priest/Warrior` labels.
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The two-class dungeon screenshot showed the label above the rendered body
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and equipped staff silhouettes. The roster preview also retained its body
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and equipment. The fixture used in-memory identities without saving a roster.
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- Evidence: `artifacts/rom-nameplates/dungeon-dual-class.png` and
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`artifacts/rom-nameplates/roster-preview.png`.
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- Validation: 70 avatar, party-store, and mob-nameplate tests passed. Production
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build, asset audits, compression/bundle verification, and release check passed.
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## 2026-09-13 - Dungeon boss durability and difficulty leaderboards
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- Campaign bosses now use a level-scaled health floor above their original
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health when needed. Final bosses receive an additional 1.8 multiplier on
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that floor. Larger authored health values remain effective.
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- The dungeon browser offers a 1-10 boss difficulty slider, native keyboard
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adjustment, and controller decrement/increment buttons. Difficulty 1 is
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Easy; each step adds 25% health and 15% damage to bosses. The selected source
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Normal/Heroic variant also applies to entry. Trash retains its existing stats.
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- Boss difficulty is fixed at entry, preserved through saves and renderer
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restarts, and passed from the online group leader to followers. Changing
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difficulty starts a new run; completed checkpoints also start fresh.
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- Device and world leaderboards isolate each difficulty's final/full-clear
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records, ranks, and pages. Existing records migrate to a separate legacy
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bracket. Migration and repeat submissions were verified against SQLite;
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HTTP tests verify difficulty selection and reject invalid values.
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- Deterministic Ragefire simulations tested 12 RoM party compositions at levels
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1, 8, 20, 40, and 80 against the shared runtime scaling function. All ordinary
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boss samples exceeded 25 seconds and final-boss samples exceeded 45 seconds.
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Additional damage-role Mage samples passed those bounds; at level 8 the
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ordinary boss took 29.8 seconds and the final boss took 55 seconds. Timings
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remain dependent on party composition, player actions, and equipment.
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- A final-boss fight with enemy attacks and Priest healing verified repeated
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attacks, incoming damage, healing, and party survival before the boss died.
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Balance evidence: `artifacts/boss-difficulty/ragefire-balance.json`.
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- Desktop screenshots at 1280x720 verified the Easy and difficulty-10 layouts,
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stat preview, and matching leaderboard labels. Pointer and keyboard changes
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were exercised. At 390x844 the slider remained operable and its DOM width
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stayed within the viewport, but the in-app browser's viewport-override
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screenshots scaled incorrectly, as in the earlier compact playtest. Those
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captures do not establish mobile visual quality. The viewport was restored.
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- Validation: 169 focused game/client/UI tests and 20 server tests passed.
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The production build, asset audits, bundle verification, and release check
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passed. Existing RoM nameplate changes were retained.
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## 2026-09-13 - Original WoW dungeon atlas
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- Added 107 unique original map images across 51 standard WoW dungeons using
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the supplied patch-enUS-M archive and existing client archives. A duplicated
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Trial of the Champion floor record is deduplicated before packaging. The
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source MPQs and Mapster addon were read without modification; no Lua addon
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code is installed into HealerMan.
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- Coordinate inverses were checked against 10,342 matching source spawns and
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the event-driven Trial of the Champion source entrance. Maximum discrepancy
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is 0.189 yards in authored Wailing Caverns rounding; other imported maps
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have substantially smaller discrepancies. All 107 image checksums match
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their local immutable content objects.
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- The production preview at localhost:5174 loaded Wailing Caverns and showed
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original artwork with the player/camera direction, entrance, numbered
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encounters, and a 45.7%, 60.5% entrance-position readout. The map was visually
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reviewed at 1280x720, with the rendered dungeon visible behind it. Pressing
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M opened it; toggling patrol routes then pressing M closed it despite the
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checkbox retaining focus. Reopening restores the clean default overlay.
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- Evidence: `artifacts/wow-maps/wailing-caverns-atlas.png`. No production-preview
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errors were captured in the bounded console check. Earlier development HMR
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errors from concurrent equipment edits were not treated as production errors.
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Testing used the existing offline Hudtest QA character, not a live account.
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- Multi-floor rendering, floor controls, rebound shortcuts, repeat/capture
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guards, PNG dimensions/checksums, axis projection, shifted/rotated scene
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transforms, and RuneWaker survey fallback are covered by automated tests.
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Every dungeon was not individually traversed in the browser. Auto floor
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selection is horizontal best fit, not WMO-group/height detection; overlapping
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stacked rooms require manual floor selection. Mobile hardware was not tested.
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- Tinkertech Showdown, Frozen Reach, and Forgotten Mine have no matching
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artwork records and retain their survey maps. RuneWaker maps are unchanged.
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Failed artwork loads also retain a correctly reprojected survey fallback.
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- Validation: 50 focused map/UI/input tests and three BLP/tile-layout tests
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passed. The production build, texture/performance audits, and compressed
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release-bundle verification passed. Local downloadable packs were published;
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no online deployment was performed.
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## 2026-09-13 - Boss card collection and leveling loot
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- Boss deaths roll a guaranteed Normal card plus independent Rare (1/10),
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Epic (1/50), and Legendary (1/100) bonuses. The collection catalogue covers
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330 distinct WoW/RoM bosses and 1,320 rarity variants using existing models.
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Repeated appearances share counts and list every source dungeon.
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- Copies and the latest claim per boss spawn persist per character through the
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roster/cloud-save path. Shared-world hydration grants the authority's rolls
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to followers and ignores duplicate/reconnected and older reward snapshots.
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- Equipment drops and bonus equipment are suppressed below player level 80;
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existing inventory and authored non-equipment drops are preserved. Level-80
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equipment loot remains enabled. Bosses without equipment tables award cards.
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- The production browser at 1280x720 verified the main-menu entry, all four
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Lady Anacondra model portraits, dungeon location, odds, search, All/Earned,
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dungeon/rarity grouping, and in-dungeon pause-menu access. Roster and dungeon
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screenshots show player/party bodies and starter weapon/shield silhouettes.
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- At 390x844 the collection switched to two columns, with no horizontal page
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overflow and dialog bounds within the viewport. The in-app browser again
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scaled the viewport-override screenshot incorrectly; that capture does not
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establish mobile visual quality. The viewport was restored.
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- Deterministic tests cover exact odds boundaries, counts, persistence,
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no-loot-table bosses, loot restrictions, and online replay. Live browser QA
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did not perform a boss clear; earned-copy display was checked with seeded
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render tests. Evidence: `artifacts/boss-cards/collection-desktop.png`,
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`collection-mobile.png`, `roster.png`, and `dungeon.png`.
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## WoW and CoA default boss difficulty review — September 13, 2026
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- Reviewed all 10 WoW and 21 CoA classes: 61 canonical class-role builds at
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levels 8, 20, 40, and 80 with three deterministic companion compositions.
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The 1,464 durability simulations used live boss scaling, starter heirlooms,
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legal level-appropriate talents, live companion AI, and the existing baseline
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player rotation. CoA characters currently use WoW companions.
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- Fixed Death Pact and other instant-kill effects bypassing boss health in the
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player, triggered-spell, and companion paths. Fixed repeated proc activations
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across branches, duplicate execution of expanded CoA payloads, invented
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damage on proc auras and Waterfall, and critical-damage talent bonuses
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affecting ordinary hits. Regenerated the CoA runtime catalog and shards.
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- Raised the shared health floor by 40% to cover the remaining CoA burst.
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Every class uses the same boss stats at the same level and difficulty.
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Fastest sampled kills were 26.2 seconds for an ordinary boss and 48.6 for
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the final boss. All duration assertions passed. The refreshed RoM regression
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also passed; its level-eight damage-role Mage sample took 41.8/74.9 seconds.
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- Durability samples disabled enemy attacks and stopped at 60 seconds to
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isolate damage. Most WoW and CoA samples still had a living boss at the cap;
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these are lower bounds, not proof of typical 25-30/45-second kill times.
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Default class throughput is still uneven, especially for WoW parties.
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- An additional 26 final-boss attack samples exercised healer builds at levels
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8 and 80. Paladin, Priest, Shaman, and Tinker kept their parties alive in both.
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Druid and several CoA samples lost companions; Bloodmage also lost the player
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at 80. This basic policy can refresh HoTs too early or choose self-healing
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hybrids, so these outcomes need a dedicated healer rotation/playtest pass
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before treating them as class throughput limits. No live boss clear was
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performed in this numerical review.
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- Validation: 122 combat/catalog checks, 91 class-damage/avatar checks, eight
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RoM boss regressions, TypeScript, and the production build passed. All six
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large-matrix assertions passed, but its progress reporter timed out during
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CPU-heavy loops. Added worker yields and reran the affected level-40 test;
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it exited cleanly without the reporter error.
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- Evidence: `artifacts/boss-difficulty/wow-coa-balance.json` and
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`artifacts/boss-difficulty/wow-coa-review.md`. Coverage is a canonical build
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per role with starter gear, rather than every specialization or later gear
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combination. `npm run release:check` is required for handoff.
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