docs: file #430 (missing skill/attribute tooltips), #431 (attribute raise does not refresh derived skills/run speed); refine #429 with slow-run and circling observations
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -24,6 +24,56 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## #430 — No tooltips on skills and attributes in the character panel
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**Status:** OPEN
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**Severity:** LOW (information affordance missing)
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**Filed:** 2026-08-23 (owner report)
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**Component:** retail UI / character panel
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**Symptom:** hovering skills and attributes on the character panel shows no
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tooltip. Retail shows hover text for these rows (formula/experience detail).
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Needs the retail oracle first: dump what retail's gmCharacterUI authors for
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these elements (tooltip strings/DAT ids and the hover mechanism) before
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implementing — the panel side likely needs a shared hover-tooltip surface
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the LayoutDesc importer does not mount yet.
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---
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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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**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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**Symptom:** raising an attribute (e.g. Quickness) leaves dependent skills
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unchanged in the panel — Run should rise with Quickness — and the player
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does not actually run faster afterwards.
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**Suspects, in order:**
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1. Inbound stat-update handling: an attribute raise arrives as its own
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private-stat update; if the client does not re-derive formula skills
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(attribute-based base + trained credit) from the new attribute, the
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panel keeps stale values. Check which 0x02Cx StatMod family messages
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ACE sends on attribute raise and which of them we consume (TS-8's
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0x02C2 parse landed in Campaign P — verify the ATTRIBUTE variant and
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any skill-recompute fanout).
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2. Run-speed application: the `[stat-chain]` log line shows server
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movement stats applied (`run=15230 ...`) — confirm whether ACE re-sends
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run stats after an attribute raise and whether
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`PlayerMovementController.ApplyServerRunRate` re-fires; if ACE only
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recomputes on next login, the client-side derivation gap in (1) is the
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whole bug for speed too.
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3. Panel binding: if Runtime state DOES update but the character panel
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row caches its value, it is a binding-refresh bug instead (test the
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binding seam, claude-memory/feedback_test_the_binding_seam.md).
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Retail derivation is the oracle: grep named-retail for the skill formula
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resolution (SkillTable/attribute-formula) before porting any recompute.
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---
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## #429 — Periodic hitch in the LOCAL player's own motion while running (~2-3 s cadence)
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**Status:** OPEN
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@ -37,6 +87,15 @@ or strafing. Birds and every other world object stay perfectly smooth
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through the hitch — so it is NOT a frame-time spike; it is the local
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player's position stepping.
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**Owner refinement (2026-08-23, same session):** the hitch persists when
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running noticeably slower, and also while running in circles (continuous
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turning). Constant-heading-change running makes the AutoPos tracker send
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MORE often (heading deltas trigger sends before the interval), so
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"hitches in circles too" stays consistent with the correction-loop lead;
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"slower run still hitches" weakens a purely speed-magnitude drift story —
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the probe run (next probes, item 1) should log correction magnitude vs
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speed to separate formula-mismatch from cadence-side effects.
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**Evidence gathered at filing:**
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- 45 s `dotnet-counters` capture while reproducing (Atmospheric pack ON):
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Gen0 GC every ~6.3 s (cadence mismatch), gen1/gen2 zero, %time-in-GC ~0
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