docs: open Campaign CA — character advancement retail parity (promotes #431)
The owner widened #431 into the full advancement family: real-time refresh of vitals maxima (attribute AND direct vital raises), derived skills, run speed under Quickness, attribute-less skills like Salvaging, and the untested train/specialize/respec flows. The promotion survey pinned the root cause: every outbound raise action (0x0044-0x0047) is wired — which is why the GUI 'works' — while the inbound private attribute/skill update family is parsed nowhere (only the vitals pair 0x02E7/0x02E9 is), so the server's post-raise truth never reaches LocalPlayerState and no recompute ever triggers. Plan doc carries the oracle targets (message family from ACE/Chorizite/holtburger, retail's recompute chain in named-retail, specialization/respec semantics) and five slices ending in a user-driven connected gate. #430 tooltips are explicitly sequenced after, on the #409 tooltip system. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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## #431 — Raising an attribute does not refresh attribute-derived skills or run speed
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**Status:** OPEN
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**Status:** PROMOTED to Campaign CA
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(`docs/plans/2026-08-24-character-advancement-campaign.md`, 2026-08-24)
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after the owner widened the scope to the whole advancement family: vitals
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maxima updating on attribute AND direct vital raises, real-time skill
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refresh on both attribute and skill raises, run speed responding to
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Quickness, attribute-less skills (Salvaging), plus the untested
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train/specialize/respec flows. Root cause confirmed at promotion: the
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outbound raise actions (0x0044–0x0047) are fully wired — the INBOUND
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private attribute/skill update family is parsed nowhere (only the vitals
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pair 0x02E7/0x02E9 is), so the recompute trigger never arrives.
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**Severity:** MEDIUM (visible stat incoherence during play)
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**Filed:** 2026-08-23 (owner report)
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**Component:** character state / stat chain / movement speed
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docs/plans/2026-08-24-character-advancement-campaign.md
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docs/plans/2026-08-24-character-advancement-campaign.md
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# Campaign CA — character advancement retail parity (#431 + the raise/train/specialize family)
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**Status:** ACTIVE 2026-08-24. Owner-directed scope; #431 promoted here.
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**Milestone:** M4 — Live in the world.
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**Issue anchors:** #431 (promoted), #430 tooltips (SEQUENCED AFTER, not in
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this campaign — needs the #409 client-wide tooltip system).
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## Owner's report (2026-08-24, verbatim scope)
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The raise flow "works from the GUI and everything" — the guess is the
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refresh side "is not wired correctly." Required behavior:
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1. Raising an attribute must update everything derived from it, in real
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time: raising Endurance/Self/etc. must move the **vitals bar** maxima
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(health/stamina/mana); raising a **vital directly** (secondary
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attributes are XP-raisable too) must update the bar the same way.
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2. **Skills must update in real time** both when their underlying
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attributes raise and when the skill itself is raised with XP.
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3. **Run speed must increase when Quickness is raised** — Run is
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attribute-fed.
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4. **Skills with no underlying attribute (e.g. Salvaging) need their own
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handling** — no formula contribution, raise-only progression.
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5. **Unknown/untested territory:** raising skills with XP, and
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**specializing** skills; also the retail **respec flow** (quests /
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item turn-ins that drop learned skills so a character can re-spec /
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re-specialize). None of this has been exercised against ACE.
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## Current-state survey (2026-08-24, verified in source)
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- **Outbound: complete.** `CharacterActions` builds all four actions —
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`RaiseVital 0x0044`, `RaiseAttribute 0x0045`, `RaiseSkill 0x0046`,
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`TrainSkill 0x0047` — and `CharacterSheetProvider` wires the panel's
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buttons to them through the Runtime command seam. This is why the GUI
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"works": ACE accepts and applies the raises.
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- **Inbound: the hole.** The ONLY private stat-update messages parsed
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anywhere are the vitals pair `PrivateUpdateVital (0x02E7)` /
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`PrivateUpdateVitalCurrent (0x02E9)`. The attribute and skill update
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family ACE sends back after a raise is UNHANDLED — no parser, no
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routing, nothing reaches `LocalPlayerState` (whose own doc says
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attributes refresh "only at PlayerDescription / future
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`PrivateUpdateAttribute`"). Post-raise, the client's attribute/skill
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model is stale until the next full PlayerDescription (i.e. next login).
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- **Consequences observed by the owner (#431):** derived skills don't
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move when an attribute raises; run speed doesn't change with
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Quickness. Both follow directly from the missing inbound family — the
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recompute never triggers because the trigger never arrives.
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- **Run-rate seam already exists:**
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`PlayerMovementController.ApplyServerRunRate` (the #431 filing's own
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pointer) — the wire echo path updates live run rate; what's missing is
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driving it (and the formula-side skill totals) from stat updates.
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- **Character state owner:** `RuntimeCharacterState` (J4.3) owns the
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spellbook/local-player graph; new stat state routes through it, not
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through a parallel store.
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## Oracle targets (CA1 — DO FIRST, no guessing)
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Per the mandatory workflow (grep named-retail → cross-reference ≥2 refs →
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pseudocode → port → conformance):
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1. **The inbound message family.** Pin exact opcodes + layouts from ACE
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(`GameMessagePrivateUpdateAttribute`, `...Attribute2ndLevel` (vitals),
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`...Skill`, `...SkillLevel`, `...SkillAC` as ACE names them; their
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sequence-number semantics) cross-checked against Chorizite.ACProtocol
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and holtburger. Our `PrivateUpdateVital.cs` already cites ACE's
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`GameMessagePrivateUpdateAttribute2ndLevel` naming — extend the same
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treatment to the whole family. Also pin what ACE sends for
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TrainSkill/specialize responses and for skill-credit changes.
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2. **Retail's recompute chain.** In named-retail: how the client applies
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an attribute update — which cached values recompute
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(`CACQualities::InqSkill` / skill formula with attribute divisors from
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SkillTable, max-vital formulas, run-rate refresh via the movement
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system). The SkillTable formula fields we already load for chargen
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(`ChargenSkillAdvancement`) are the same divisor data — verify the
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in-world recompute uses identical math.
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3. **Attribute-less skills.** SkillTable rows with no formula
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(Salvaging & friends): confirm retail's display/derivation for them
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(base = trained ranks + augmentation only).
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4. **Training / specialization semantics.** Credits accounting, what the
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0x0047 response looks like, how specialization changes the formula
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multiplier (specialized = ranks count differently), and what messages
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carry it.
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5. **Respec / untrain.** Identify the retail mechanism (quest/item-driven
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skill refund) and what the CLIENT sees — expectation: server-driven
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property/skill updates using the SAME inbound family, so no bespoke
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client flow; verify rather than assume. Confirm ACE's implementation
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surface for a test path.
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## Slices
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- **CA1 — oracle + research doc** (`docs/research/2026-08-24-advancement-wire-and-recompute.md`):
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everything above, with decomp addresses and ACE file citations. Output:
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the pinned message table + retail recompute pseudocode.
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- **CA2 — inbound stat-update family.** Parsers for the
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attribute/skill/(vital-level) private updates; routed as ordered deltas
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into the J4 owners (`RuntimeCharacterState` / `LocalPlayerState`)
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through the existing generation-gated seam. Conformance tests from ACE
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byte layouts.
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- **CA3 — derived recompute + real-time presentation.** One recompute
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path (retail's formula) fed by CA2's deltas driving: character panel
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skill rows, vitals bar maxima (attribute- and vital-raise both),
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run-rate into `ApplyServerRunRate`'s seam, attribute-less skills
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handled per oracle. Binding-seam tests (the #436 lesson: assert the
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REAL composition binds the refresh, not just that VMs recompute).
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- **CA4 — train/specialize/respec verification.** Live-vs-ACE for
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TrainSkill + specialization (panel flow + credits), and the respec
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path exercised as far as ACE supports; fixes as the oracle demands.
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- **CA5 — connected gate script** (`docs/research/2026-08-24-campaign-ca-test-script.md`),
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user-driven: raise Quickness → run speed visibly increases immediately;
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raise Endurance/Self → vitals maxima move; direct vital raise; skill
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raise; train; specialize; respec if ACE path exists. PASS = every
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change visible without relog.
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**Sequenced after this campaign:** #430 skill/attribute tooltips (needs
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the #409 client-wide tooltip surface; the CA1 oracle should still note
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where retail sources its tooltip strings while it is in the
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neighborhood).
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## Ledger
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| Slice | Status | Evidence |
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|---|---|---|
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| CA1 | — | |
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| CA2 | — | |
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| CA3 | — | |
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| CA4 | — | |
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| CA5 | — | |
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