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