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Update Healer Man server
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# RoM healing, party selection and ranged follow-up (2026-10-04)
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The owner approved four follow-ups to the Stockade continuation: Group Heal's
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recipient radius, the active native-five party complement, recurring player
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Auto Shot, and source verification of Blood Arrow's damage curve through the
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level-80 cap. Independent GPT-6 Luna extra-high subprocesses implement and
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audit the mechanics; the parent coordinates shared files, build and live QA.
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## Current implementation and source boundary
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Group Heal source 490281 already supplied an ability radius of 12 metres, but
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its party-heal effect omitted that field and the shared resolver used its
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30-metre fallback. The catalog now copies the sourced radius onto only that
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spell's party-heal effect. Player and companion execution share the living,
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distance and line-of-sight recipient rules. Other spells keep their existing
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recipient contracts. See [the radius report](ROM_GROUP_HEAL_RADIUS_2026-10-04.md).
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Party generation now receives the player's exact ordered RoM class pair from
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ordinary entry and avatar preloading. If the other active identities can fill
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the requested roles, generation excludes the player's identity. The full
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five-person party therefore uses the other four canonical identities around
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each supported player. Unsupported pairs and unfillable compositions keep the
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prior role-pool fallback. Actor stat rulesets and readiness remain independent.
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See [the selection report](ROM_NATIVE_PARTY_SELECTION_2026-10-04.md).
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Scout/Rogue player Auto Shot now uses learned primary skill 492589 through
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ordinary ability bindings. Its independent timer produces recurring ranged
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Physical attacks at 80% ranged weapon DPS. Supported native actors use the
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source ranged damage and interval; unsupported/custom gear falls back to the
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resolved item's shared DPS and speed. The existing automatic Training Gear
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bow is valid with an empty inventory; compatible assigned gear overrides it
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and unequipping that gear restores the training bow. Haste is resolved once in
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both stat modes. The active mode suppresses melee/off-hand swings, follows
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target selection, can always be stopped and clears on target loss, missing resolved gear,
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death and reset. Owned Blood Arrow charges its 2% maximum-HP cost once per
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committed shot attempt and skips unaffordable attempts. The source does not
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quantify its contribution from the last offensive skill; that bonus remains
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omitted. Local range and other runtime constraints are documented in
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[the Auto Shot report](ROM_PLAYER_RANGED_AUTOSHOT_2026-10-04.md).
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The Blood Arrow audit has not established a current skill-rank formula through
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80. Current Scout/Rogue and Knight/Scout pages each publish only the maximum
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skill-rank-105 value of +104.5%; that single point does not establish rank 80.
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The local RuneWaker snapshot supplies one historical +10% component. Retain
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the current 10% approximation until additional matching source evidence is
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available. See [the source audit](ROM_BLOOD_ARROW_SCALING_2026-10-04.md).
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## Validation and evidence
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The final seven-file mechanic regression selection passes 96 checks: Auto
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Shot 13, native auto attacks 5, Blood Arrow/Blood Punishment integration 15,
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Group Heal radius 3, party selection 32, Blood Arrow evidence boundary 1 and
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catalog semantics 27. Ready-five passes seven Vitest and twenty Python checks,
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for 103 distinct Vitest and twenty Python checks in the required selection.
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The shared production build passes TypeScript/Vite, prebuild asset audits,
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static compression and release-bundle verification. Its frozen entry is
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`index-CLGdfcYj.js` for the initial probe. The initial live run exposed an
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explicit-assignment-only guard that rejected the automatically supplied bow.
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The authoritative resolved-loadout correction now passes its fresh-profile
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and custom-item fallback checks. The replacement production build passes all
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hooks with entry `index-Cvmh-YKE.js`; its recursive 123-JavaScript manifest
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SHA-256 is `ed3cb65752426810c84be15184306114fdf36d3804a23f917213fc854f4651d4`.
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Bounded full Stormwind Stockade run `20261005-042203897` passes its three
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required live criteria in 61.051 seconds on that unchanged freeze. Both
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normally generated parties are the player's exact four-identity native-stat
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complement. Normal Attack order supplies natural injuries; a completed player
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Group Heal gives Caelan 92 effective HP. Its full-health self event is entirely
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overheal. Two sourced Auto Shot Physical hits deal 37 effective damage each,
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2,612 ms apart. Normal stop input clears the mode and produces no Auto Shot
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hit during the observed stop window. The captured restart is not attempted
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after target death, so restart remains inconclusive live. The focused recurring
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test verifies stop-window silence/no cost, reactivation without an immediate
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or catch-up hit, and a fresh full-interval deadline followed by one shot.
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Blood Arrow is already owned and active at the Scout entry. Its raw HP windows
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overlap combat and recovery; exact HP-only cost is integration-test evidence,
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not inferred from aggregate live deltas. NPC recipient position is unavailable
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in the Group Heal snapshot, so the 12 m boundary remains deterministic test
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proof. Actual screenshots show loaded bodies, equipped silhouettes and HUD,
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with doorway/party overlap and camera occlusion. There are no page or asset
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HTTP errors; the console records a favicon 404. Raw JSON and images are in
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`playtest-artifacts/rom-healing-ranged-stockade/20261005-042203897/` and details
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are in [the live report](ROM_HEALING_RANGED_STOCKADE_PLAYTEST_2026-10-04.md).
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Initial run `20261005-040846797` preserves the fixture name-casing failure.
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Run `20261005-040932648` preserves the rejected automatic bow and unengaged
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Defend/selection-only encounter. Neither is relabeled as successful. This
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follow-up proves bounded mechanics, not another full clear or balance pass.
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Supplemental same-build run `20261005-042845955` passes the same criteria in
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61.658 seconds: Caelan again receives 92 effective Group Heal HP and two
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Physical Auto Shot hits deal 36 each. Normal Stop party order preserves the
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target briefly, then Auto Shot cancellation clears its state with no shot in
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the observed stop window. The target still dies before restart; the original
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Defend order is restored. Root also inspects that run's stopped-party and
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cancel/restart screenshots. No further live run is required for this scope.
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A supplemental generic `combatStore.test.ts` run passes 110 of 111 checks and
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reports a Chronomancer resource expectation mismatch (414 expected, 369
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observed). The same exact test fails with committed HEAD versions of the
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changed production modules, so this mismatch predates the follow-up. The
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[baseline replay report](../artifacts/rom-healing-ranged-baseline/README.md)
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records its source-only scope and both logs. It is not hidden inside the
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passing required selection.
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Final validation also passes the standalone TypeScript check after the new
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restart assertions, using the project's 8 GB Node heap setting. A preceding
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check with Node's smaller default heap exhausted memory. `npm run release:check`
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passes for all 20 changed game paths, including untracked files. Exact EOF
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newline/trailing-whitespace checks pass for 26 changed game and relevant vault
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text files; both Git diffs are reviewed and the real index remains unstaged.
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Earlier Stockade full-clear and Vow captures remain evidence for their recorded
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builds. They do not verify this new code. New live checks use ordinary entry,
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bindings, movement and casts, with read-only runtime telemetry. Any isolated
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level-30 profile preparation must be identified in the live report.
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The baseline is clean game commit `6114a229`; pre-existing vault changes are
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preserved. This task does not add loot or ammunition, raise the level cap,
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promote a Needs Testing build, commit or deploy.
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