Update class mechanics, stat rulesets, and CoA reference catalogs
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@@ -4,6 +4,43 @@ This file is the durable record of runtime behavior, regressions, and the
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evidence required before calling a visual bug fixed. Update it whenever scene,
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camera, input, physics, mob-rendering, or asset-loading code changes.
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## 2026-10-03 Selectable RoM native stats
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- `scripts/playtest-stat-rulesets.cjs` passed against the final production build
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in Edge with an isolated temporary offline account/server. Checked chunks:
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`index-CGkT8hBz.js`, `combatStore-CVXgxk1Z.js`, and
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`PartyFrames-BeW5_TCA.js`.
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- Creating a RoM character through the UI selected Native RoM. A synthetic
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legacy profile with its mode removed migrated to WoW compatibility. Choices
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persisted independently across reloads, and switching preserved equipment,
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inventory, class build, and a checkpoint created during the dungeon run.
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Synthetic engaged-mob and online-activity fixtures blocked the actual menu
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switch control; these guard checks do not certify a real multiplayer session.
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- Both native and compatibility characters entered Wailing Caverns. The roster
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preview and both dungeon captures showed full character bodies and held starter
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staffs. Dungeon captures had overlays closed so bodies, equipment silhouettes,
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and HUD counters could be inspected together.
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- Native Attributes, Offense, and Defense tabs showed their source labels and
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the shared-combat caption. HP/MP agreed with runtime pools and accessible
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meters. Whole-value HP/MP display prevents fractional native caps from
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overflowing HUD counters; accessible maxima and runtime pools retain precision.
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- Desktop and 390-pixel menu selectors fit without label overlap or field
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overflow. The narrow native Attributes panel remained readable and in bounds;
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the existing owner row retains horizontal scrolling.
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- No page errors, HTTP 5xx responses, or application-resource response errors
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occurred. The only console response error was the optional favicon 404.
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- Evidence: `playtest-artifacts/stat-rulesets/results.json` and its ten referenced
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screenshots, including `01-roster-native-rom.png`,
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`04-native-dungeon-gameplay-overlays-closed.png`,
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`04-native-stats-{attributes,offense,defense}-desktop.png`,
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`07-native-stats-attributes-mobile.png`, and
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`08-wow-compatibility-dungeon-gameplay-overlays-closed.png`.
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- Focused validation passed 219 tests across 22 files with four existing skips;
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Ready-five passed seven Vitest and twenty Python checks, avatar validation
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passed 47 tests, and the full production build passed. This verifies selectable
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stat inputs and shared-runtime integration, not complete native healing,
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native combat balance, or a RoM readiness promotion.
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## 2026-09-30 Dungeon graphics options
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- `scripts/playtest-graphics-options.cjs` entered WoW Wailing Caverns and RoM
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@@ -4165,3 +4202,96 @@ Vite's existing large-chunk advisory remains informational.
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another RoM character also reloaded. The one-use handoffs were consumed,
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and the page reported no errors. Results and screenshots are in
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`playtest-artifacts/memory-reset/`.
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## Hunter pet family selection (2026-10-02)
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- `scripts/playtest-hunter-families.cjs` ran against the freshly built `dist`
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bundle in headless Edge. It used an ephemeral localhost server, an isolated
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Playwright context, and disposable OS-temp account data. The UI created two
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Marksmanship Hunters; the QA fixture then advanced their temporary profiles
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to level 10 with `shellStore.saveActiveProgression` so level-10 Call Pet and
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Revive Pet are eligible. This fixture does not claim normal gameplay earned
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those levels.
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- At Wailing Caverns entry, the actual engaged entrance pack left the rendered
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family selector disabled at Wolf. The pack ended through ordinary
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simulation; with no engaged mobs, the UI changed Shellguard to Turtle. The
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runtime showed Turtle's sourced Shell Shield spell ID `26064` and no Wolf
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Furious Howl. After page reload, Shellguard remained Turtle and the
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independently UI-created Wolfguard remained Wolf. Unit/integration tests
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cover selection persistence and family mechanics; this is a manual UI
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diagnostic, not Hunter balance certification or Ready-party certification.
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- The 390×844 HUD reported no horizontal overflow. The family card sat 37 px
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below the party stack, remained in the viewport, and did not overlap the
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top-right HUD. Desktop and narrow screenshots show the live Wailing Caverns
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WebGL scene and are in `playtest-artifacts/hunter-families/`:
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`01-wailing-entry-combat-locked-desktop.png`,
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`02-wailing-entry-combat-locked-narrow.png`,
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`03-turtle-family-desktop.png`, and `04-turtle-family-narrow.png`. The
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current `results.json` records the measured HUD bounds. Earlier harness and
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layout captures are explicitly named as excluded diagnostics and are not
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final visual evidence.
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- The browser reported no page errors or HTTP errors. Its only console error
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was the local server's missing `/favicon.ico` (404). Call Pet and Revive Pet
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were not activated in the UI: Escape reached the focused scene but did not
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open the pause menu on this route. No spell activation was injected. The
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current renderer has no Turtle-specific model path, so these captures verify
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family card/runtime identity and HUD placement, not unique Turtle creature
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art.
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## Hunter Cat family and pet controls (2026-10-02)
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- `scripts/playtest-hunter-cat.cjs` ran against the fresh production bundle in
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headless Edge with an ephemeral localhost server, isolated Playwright
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context, and disposable OS-temp account data. The UI created Catguard and
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Wolfguard as Marksmanship Hunters; the isolated QA fixture advanced both to
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level 10 through `shellStore.saveActiveProgression` for eligibility. That is
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test setup, not earned progression.
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- After the Wailing Caverns intro was shown and detached, the real entrance
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group left the Wolf selector disabled with three live enemies. The group
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ended naturally; after all enemies cleared, the Catguard selector enabled.
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Cat was chosen through the visible selector. Reload preserved Catguard's
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Cat family, while the separate Wolfguard profile remained Wolf.
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- The player-owned runtime pet used generic ID `__player__:summon-1`. Its
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level-10 profile exposed Claw 16828 rank 2, Rake 59881 rank 1, and Prowl
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24450 rank 1, without Bite, Furious Howl, or Shell Shield. This confirms the
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profile's available ranks, not live Rake or Prowl casts. Call Pet was
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reached through Escape → Pause → Spellbook and activated from the rendered
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Spellbook; the existing Cat remained active. Revive Pet was not attempted
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because no natural pet death occurred.
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- The visible Stay/Follow buttons, reaction selector, family selector, and
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Growl auto checkbox all received pointer input and updated the runtime; the
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tests restored Follow, Defensive, and Growl auto off. Attack was disabled
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without a selected target. This pass found and fixed a pointer-layer bug:
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the HUD disabled pointer events, and summon cards did not restore them. The
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`.summon-frame` now accepts pointer events; the surrounding playfield remains
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click-through.
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- The loaded Three.js scene and Cat family card were captured at desktop and
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390×844. Narrow layout had no horizontal overflow, the selector remained
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visible, the card cleared party frames by 37 px, and it did not overlap the
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top-right HUD. The renderer has no family-specific Cat model, so images show
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the Cat card/profile identity rather than unique Cat creature art. Final
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screenshots and measurements are in `playtest-artifacts/hunter-cat/` and
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`results.json`.
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- The browser reported no page errors or failed HTTP requests. Its only
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console error was the local server's missing `/favicon.ico` (404). This is
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a focused UI diagnostic, not Hunter balance or Ready-party certification.
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## 2026-10-03 — CoA August catalog promotion
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- Local browser check at `http://127.0.0.1:5174/` entered the offline roster,
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created `Coaaudit` (Human Witch Hunter, Houndmaster), and opened Talents from
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the main menu. Existing roster characters were preserved.
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- The five populated tabs are Class, Boltslinger, Houndmaster, Black Knight,
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and Inquisition. Selecting Houndmaster and the new Houndmaster's Whistle node
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displays its icon, full description, rank, and Houndmaster prerequisite.
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The level-1 character has no essence; the editor correctly prevents learning
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the gated node while allowing inspection.
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- The desktop screenshot shows the tree and readable details panel without
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overlap: `playtest-artifacts/coa-catalog-promotion/houndmaster-whistle.jpg`.
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Captured warning/error logs were empty.
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- The optional local API server was not running; development proxy requests for
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shared policy/layout endpoints failed and the offline UI used its defaults.
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This pass does not validate online roster or server policy synchronization.
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- This is a representative catalog/UI smoke check. It does not exercise an
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unlocked Shadowhound, the other CoA classes' combat mechanics, or balance.
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All CoA specializations remain Needs Testing.
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