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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