Release Healer Man 0.1.36
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@@ -2348,3 +2348,94 @@ Vite's existing large-chunk advisory remains informational.
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compression, and release-bundle verification passed. Existing chunk-size
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advisories and deprecated physics initialization warnings remain. No hosted
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release was published.
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## 2026-09-12 - Individual companion navigation recovery
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- Replaced the old distant, whole-party stuck Recall with an individual
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navigation watchdog in a separately tested game module. Two seconds without
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meaningful waypoint progress invalidates that companion's route; five seconds
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requests a safe recovery landing. Failed replans do not restart the timer,
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back-and-forth movement cancels forward progress, and dense waypoint chains
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still count genuine movement around corners.
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- Recovery prefers a recently visited party/player trail point near the group
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on the same floor, then falls back to a validated player position. Actual
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terrain checks require walkable ground, clear companion body space, and a
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route back to the group. Blocked or invalid landings are not applied. Each
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companion has an independent ten-second teleport cooldown.
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- Intentional attack-range holds, casting/channeling, crowd control, Stop,
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death, inactive simulation, and UI pauses do not accumulate stuck time.
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Automatic recovery changes only the affected companion's position and routing
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state; it does not heal, resurrect, reset threat, or teleport other companions.
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Manual Recall keeps its existing whole-party behavior and party order.
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- Added regressions for recovery timing, oscillation, replanning, independent
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cooldowns and member isolation, exclusions, safe-trail/player selection, wall
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and ceiling rejection, missing floors, and actor-independent landing checks.
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Shipping Stockades navigation/collision assets validate recovery landings on
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all three ramps and along approaches to all five boss objectives.
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- Browser smoke pass at 1280 x 720 used offline Priest Rolecheck and Blood DK,
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Combat Rogue, Unholy DK, and Frost Mage companions. Inline roster and dungeon
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screenshots show unchanged character bodies, equipment, stairs, and warm
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lighting. The first catalog load needed a retry. Attack moved companions down
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from the entrance without ROUTE BLOCKED, and combat continued with the player
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stationary. The unattended party eventually died; Stop remained selected
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after Recall returned the fallen companions without resurrecting them.
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- The intermittent side-room trap and its automatic recovery were not reproduced
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live. Recovery triggers and terrain safety are backed by automated tests;
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extended side-room playtesting, a healed full clear, and physical Android QA
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remain open. This pass did not modify existing ramp or actor-collision policy.
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- Validation: all 227 Vitest files passed, 1,416 tests passed, and six existing
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tests remained skipped. The final 37 focused checks passed after correcting a
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test-helper type annotation. Production TypeScript/Vite compilation, texture
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and performance audits, static compression, and bundle verification passed.
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Existing chunk-size advisories and deprecated physics initialization warnings
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remain. No hosted release was published.
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## 2026-09-12 - Wall-aware combat pursuit and individual mob recovery
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- Hostile mob actions now require both attack range and terrain line of sight.
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Losing either cancels a pending hostile cast so pursuit can resume; companion
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hostile casts also cancel when sight is lost. Self buffs and friendly heals
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cannot make an otherwise obstructed mob hold an attack position. Proximity
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aggro also checks sight instead of pulling enemies through nearby walls.
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- Static enemies, roaming packs, and summoned enemies share separately tested
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imperative pursuit rules over the already-loaded dungeon navigation surface.
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Blocked direct approaches use approved routes through doorways. Routes may
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finish at a reachable attack position only when that position is both in
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range and visible; off-surface connectors still require body clearance.
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- Two seconds without meaningful waypoint progress requests a replan. After
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five seconds, a stuck mob within ten meters of its target may recover to a
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validated nearby landing on the same floor and within its home leash. Ground,
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body clearance, route connectivity, attack range, and sight must all pass.
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This teleport preserves health and threat and has a ten-second cooldown.
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- Distant, wrong-floor, out-of-leash, or unsafe near-target recovery requests
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instead reset only that mob's combat state and restore its health. A validated
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home landing is preferred; otherwise it evades and navigates home without a
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blind teleport. Ten seconds of evade prevents immediate proximity, damage,
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or taunt re-engagement. Dead enemies are never resurrected. Casting, control,
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pauses, inactive simulation, and non-authoritative online clients do not
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accumulate navigation failures or trigger automatic recovery.
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- Regression coverage includes range-plus-sight attack/cast gating, immediate
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cast cancellation, doorway detours, recovery timing and safety, reset/member
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isolation, cooldown bypass protection, and near-teleport health/threat
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preservation. Shipping Stockades meshes independently verify real wall
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occlusion in both directions and clear sight across all three stair ramps.
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Pursuing mobs traverse each actual ramp uphill and downhill without false
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teleport/reset recovery. Existing party and player ramp checks still pass.
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- Browser smoke pass at 1280 x 720 used offline level-16 Priest Rolecheck and
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Blood DK, Combat Rogue, Unholy DK, and Frost Mage companions. Power Word:
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Shield applied to Morvane; Attack moved companions down from the entrance
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and out of its view without ROUTE BLOCKED, and Defias melee/cast events and
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tank damage followed. Stop plus Recall returned all four living companions
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to the nearby player while retaining Stop. Inline screenshots show character
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bodies, equipment, unchanged visible steps, and the existing warm lighting.
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The browser console had no errors and the existing physics initialization
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deprecation warning only.
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- Live QA was a short entrance/combat/recall smoke test, not a healed full clear
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or a manually reproduced side-room wall trap. Wall-blocked pursuit and mob
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recovery triggers are backed by automated tests; extended side-room combat,
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physical Android, and live multiplayer QA remain open. Existing lighting,
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ramp assets, and non-blocking actor collision policy were not changed.
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- Validation: all 229 Vitest files passed, 1,444 tests passed, and six existing
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tests remained skipped. Final production TypeScript/Vite compilation, texture
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and performance audits, static compression, and bundle verification passed.
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Existing chunk-size advisories remain. No hosted release was published.
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