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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Erik 2026-08-23 19:13:11 +02:00
parent eb4544a031
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@ -24,6 +24,56 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## #430 — No tooltips on skills and attributes in the character panel
**Status:** OPEN
**Severity:** LOW (information affordance missing)
**Filed:** 2026-08-23 (owner report)
**Component:** retail UI / character panel
**Symptom:** hovering skills and attributes on the character panel shows no
tooltip. Retail shows hover text for these rows (formula/experience detail).
Needs the retail oracle first: dump what retail's gmCharacterUI authors for
these elements (tooltip strings/DAT ids and the hover mechanism) before
implementing — the panel side likely needs a shared hover-tooltip surface
the LayoutDesc importer does not mount yet.
---
## #431 — Raising an attribute does not refresh attribute-derived skills or run speed
**Status:** OPEN
**Severity:** MEDIUM (visible stat incoherence during play)
**Filed:** 2026-08-23 (owner report)
**Component:** character state / stat chain / movement speed
**Symptom:** raising an attribute (e.g. Quickness) leaves dependent skills
unchanged in the panel — Run should rise with Quickness — and the player
does not actually run faster afterwards.
**Suspects, in order:**
1. Inbound stat-update handling: an attribute raise arrives as its own
private-stat update; if the client does not re-derive formula skills
(attribute-based base + trained credit) from the new attribute, the
panel keeps stale values. Check which 0x02Cx StatMod family messages
ACE sends on attribute raise and which of them we consume (TS-8's
0x02C2 parse landed in Campaign P — verify the ATTRIBUTE variant and
any skill-recompute fanout).
2. Run-speed application: the `[stat-chain]` log line shows server
movement stats applied (`run=15230 ...`) — confirm whether ACE re-sends
run stats after an attribute raise and whether
`PlayerMovementController.ApplyServerRunRate` re-fires; if ACE only
recomputes on next login, the client-side derivation gap in (1) is the
whole bug for speed too.
3. Panel binding: if Runtime state DOES update but the character panel
row caches its value, it is a binding-refresh bug instead (test the
binding seam, claude-memory/feedback_test_the_binding_seam.md).
Retail derivation is the oracle: grep named-retail for the skill formula
resolution (SkillTable/attribute-formula) before porting any recompute.
---
## #429 — Periodic hitch in the LOCAL player's own motion while running (~2-3 s cadence)
**Status:** OPEN
@ -37,6 +87,15 @@ or strafing. Birds and every other world object stay perfectly smooth
through the hitch — so it is NOT a frame-time spike; it is the local
player's position stepping.
**Owner refinement (2026-08-23, same session):** the hitch persists when
running noticeably slower, and also while running in circles (continuous
turning). Constant-heading-change running makes the AutoPos tracker send
MORE often (heading deltas trigger sends before the interval), so
"hitches in circles too" stays consistent with the correction-loop lead;
"slower run still hitches" weakens a purely speed-magnitude drift story —
the probe run (next probes, item 1) should log correction magnitude vs
speed to separate formula-mismatch from cadence-side effects.
**Evidence gathered at filing:**
- 45 s `dotnet-counters` capture while reproducing (Atmospheric pack ON):
Gen0 GC every ~6.3 s (cadence mismatch), gen1/gen2 zero, %time-in-GC ~0