Release Healer Man 0.1.46

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phenom committed 2026-09-16 14:30:58 -04:00
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@@ -3436,3 +3436,79 @@ Vite's existing large-chunk advisory remains informational.
`playtest-artifacts/boss-spell-effects-black-stalker/results.json` and
`03-empty-room.png`. Headless automation verified audio node selection and
fallback behavior but did not perform a subjective loudspeaker/listening test.
## Boss Testing random follow-up (2026-09-16)
- The Boss Testing review shown after victory now includes **Fight another
random boss**. It excludes the boss just completed, preserves the active party
role, downloads missing content through the existing verified pack flow, and
enters the new testing room directly. Review controls remain disabled while
the next boss is being prepared.
- All 15 focused Boss Testing, preparation, review, and display-snapshot tests
passed. The production build, asset audits, and release-bundle validation
passed.
- Production Edge defeated Lady Anacondra, displayed the new victory action,
selected Varos Cloudstrider, and entered his active testing room without
returning to the menu. No browser runtime errors occurred. Evidence is in
`playtest-artifacts/boss-testing/06-victory-review.png`,
`06b-another-random-boss.png`, and `results.json`.
## Eck the Ferocious visibility and healer pressure (2026-09-16)
- Eck's Oracle GLB used a bind-pose-derived `groundOffset` of `11.859`, which
lifted the animated body out of the gameplay camera while the encounter ring
remained visible. The Gundrak adapter now keeps the original model but uses a
reviewed zero ground offset and a seven-unit nameplate height.
- Eck no longer repeats Spring Init and Berserk as 135% damage attacks. The
runtime now follows `boss_eck.cpp`: Bite opens at 5 seconds and repeats every
8–12 seconds, Spit opens in 10–37 seconds and repeats every 8–12 seconds,
Spring targets one random party member every 10–24 seconds, and Berserk is a
one-time non-damaging aura at 90 seconds. The original spell IDs remain bound
so release/impact visual and sound presentation plus mechanic indicators are
preserved; Spring also retains a target-circle warning.
- The reusable `npm run dungeon:boss-pressure:audit` command compares all WoW
bosses at level 80 over 60 seconds and writes the complete ranking plus
per-attack contribution to `dungeon-pipeline/WOW_BOSS_PRESSURE_REPORT.json`
and a top-30 summary to the adjacent Markdown report.
- Production Edge rendered Eck, his nameplate, health bar, mechanic timers, and
target marker with no browser errors. Evidence is in
`playtest-artifacts/eck-final-visual/03-empty-room.png` and `results.json`.
## Balance Lab run history and analytics (2026-09-16)
- Server Balance Lab jobs now write private `job.json` metadata, restore the
newest 100 runs after a restart, import completed pre-history reports, and
mark interrupted work failed instead of losing it from the GM screen.
- The selected completed run now has five in-app graphs for boss-to-party
pressure, party-to-boss damage, kill time, class/spec boss damage, and
class/spec damage taken. Boss, class/spec, and party tabs retain every row and
add source, role, search, metric, and direction filtering plus wipe, defeat,
death, healing, absorb, and tuning-outlier context.
- Seven focused server job tests passed, including restart recovery, legacy
import, and interrupted-run behavior; the combined Balance Lab/server set
passed nine tests. The 8 GB TypeScript check and production Vite build passed.
- Production Edge automation submitted a real Eck simulation through the GM
UI, opened the generated JSON in the dashboard, exercised all tables and
filters, and verified the 480×900 layout with no browser errors. Evidence is
under `playtest-artifacts/balance-lab/`, especially
`04-run-analytics.png` and `05-mobile-analytics.png`.
## Balance Lab class/spec ability breakdown (2026-09-16)
- Each simulated member now exports the full learned, level-appropriate,
executable ability list in addition to observed combat events. Suite reports
aggregate every class/spec ability with active-run coverage, usage rate,
casts, hits, casts/minute, raw/effective damage, DPS, damage share, damage per
hit, healing, overheal, absorbs, AI categories, and cooldowns. Learned
abilities that produce no events remain visible as `available · unused`.
- The GM dashboard adds an **Abilities** tab with class/spec, source, role,
usage-state, free-text, metric, and direction filters; an unused-damage view;
a damage-contribution graph; a complete horizontally scrollable table; and a
downloadable `class_abilities_across_parties.csv` artifact.
- Six Python aggregation tests, nine server tests, the 8 GB TypeScript check,
and the production Vite build passed. Production Edge automation completed a
real Eck run, verified 11 downloadable suite artifacts, exercised the unused
ability filter, and passed desktop plus 480×900 overflow checks with no
browser errors. Evidence is in
`playtest-artifacts/balance-lab/04b-ability-breakdown.png` and
`playtest-artifacts/balance-lab/06-mobile-abilities.png`.