Release Healer Man 0.1.36

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phenom committed 2026-09-12 19:16:01 -04:00
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@@ -2348,3 +2348,94 @@ Vite's existing large-chunk advisory remains informational.
compression, and release-bundle verification passed. Existing chunk-size
advisories and deprecated physics initialization warnings remain. No hosted
release was published.
## 2026-09-12 - Individual companion navigation recovery
- Replaced the old distant, whole-party stuck Recall with an individual
navigation watchdog in a separately tested game module. Two seconds without
meaningful waypoint progress invalidates that companion's route; five seconds
requests a safe recovery landing. Failed replans do not restart the timer,
back-and-forth movement cancels forward progress, and dense waypoint chains
still count genuine movement around corners.
- Recovery prefers a recently visited party/player trail point near the group
on the same floor, then falls back to a validated player position. Actual
terrain checks require walkable ground, clear companion body space, and a
route back to the group. Blocked or invalid landings are not applied. Each
companion has an independent ten-second teleport cooldown.
- Intentional attack-range holds, casting/channeling, crowd control, Stop,
death, inactive simulation, and UI pauses do not accumulate stuck time.
Automatic recovery changes only the affected companion's position and routing
state; it does not heal, resurrect, reset threat, or teleport other companions.
Manual Recall keeps its existing whole-party behavior and party order.
- Added regressions for recovery timing, oscillation, replanning, independent
cooldowns and member isolation, exclusions, safe-trail/player selection, wall
and ceiling rejection, missing floors, and actor-independent landing checks.
Shipping Stockades navigation/collision assets validate recovery landings on
all three ramps and along approaches to all five boss objectives.
- Browser smoke pass at 1280 x 720 used offline Priest Rolecheck and Blood DK,
Combat Rogue, Unholy DK, and Frost Mage companions. Inline roster and dungeon
screenshots show unchanged character bodies, equipment, stairs, and warm
lighting. The first catalog load needed a retry. Attack moved companions down
from the entrance without ROUTE BLOCKED, and combat continued with the player
stationary. The unattended party eventually died; Stop remained selected
after Recall returned the fallen companions without resurrecting them.
- The intermittent side-room trap and its automatic recovery were not reproduced
live. Recovery triggers and terrain safety are backed by automated tests;
extended side-room playtesting, a healed full clear, and physical Android QA
remain open. This pass did not modify existing ramp or actor-collision policy.
- Validation: all 227 Vitest files passed, 1,416 tests passed, and six existing
tests remained skipped. The final 37 focused checks passed after correcting a
test-helper type annotation. Production TypeScript/Vite compilation, texture
and performance audits, static compression, and bundle verification passed.
Existing chunk-size advisories and deprecated physics initialization warnings
remain. No hosted release was published.
## 2026-09-12 - Wall-aware combat pursuit and individual mob recovery
- Hostile mob actions now require both attack range and terrain line of sight.
Losing either cancels a pending hostile cast so pursuit can resume; companion
hostile casts also cancel when sight is lost. Self buffs and friendly heals
cannot make an otherwise obstructed mob hold an attack position. Proximity
aggro also checks sight instead of pulling enemies through nearby walls.
- Static enemies, roaming packs, and summoned enemies share separately tested
imperative pursuit rules over the already-loaded dungeon navigation surface.
Blocked direct approaches use approved routes through doorways. Routes may
finish at a reachable attack position only when that position is both in
range and visible; off-surface connectors still require body clearance.
- Two seconds without meaningful waypoint progress requests a replan. After
five seconds, a stuck mob within ten meters of its target may recover to a
validated nearby landing on the same floor and within its home leash. Ground,
body clearance, route connectivity, attack range, and sight must all pass.
This teleport preserves health and threat and has a ten-second cooldown.
- Distant, wrong-floor, out-of-leash, or unsafe near-target recovery requests
instead reset only that mob's combat state and restore its health. A validated
home landing is preferred; otherwise it evades and navigates home without a
blind teleport. Ten seconds of evade prevents immediate proximity, damage,
or taunt re-engagement. Dead enemies are never resurrected. Casting, control,
pauses, inactive simulation, and non-authoritative online clients do not
accumulate navigation failures or trigger automatic recovery.
- Regression coverage includes range-plus-sight attack/cast gating, immediate
cast cancellation, doorway detours, recovery timing and safety, reset/member
isolation, cooldown bypass protection, and near-teleport health/threat
preservation. Shipping Stockades meshes independently verify real wall
occlusion in both directions and clear sight across all three stair ramps.
Pursuing mobs traverse each actual ramp uphill and downhill without false
teleport/reset recovery. Existing party and player ramp checks still pass.
- Browser smoke pass at 1280 x 720 used offline level-16 Priest Rolecheck and
Blood DK, Combat Rogue, Unholy DK, and Frost Mage companions. Power Word:
Shield applied to Morvane; Attack moved companions down from the entrance
and out of its view without ROUTE BLOCKED, and Defias melee/cast events and
tank damage followed. Stop plus Recall returned all four living companions
to the nearby player while retaining Stop. Inline screenshots show character
bodies, equipment, unchanged visible steps, and the existing warm lighting.
The browser console had no errors and the existing physics initialization
deprecation warning only.
- Live QA was a short entrance/combat/recall smoke test, not a healed full clear
or a manually reproduced side-room wall trap. Wall-blocked pursuit and mob
recovery triggers are backed by automated tests; extended side-room combat,
physical Android, and live multiplayer QA remain open. Existing lighting,
ramp assets, and non-blocking actor collision policy were not changed.
- Validation: all 229 Vitest files passed, 1,444 tests passed, and six existing
tests remained skipped. Final production TypeScript/Vite compilation, texture
and performance audits, static compression, and bundle verification passed.
Existing chunk-size advisories remain. No hosted release was published.