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Changelog

v0.7.1 - 2026-05-12

Fixed

  • Fixed run.boss_id in the Mod /state payload so active runs now expose the current act boss ID instead of returning null.
  • Switched boss resolution to RunState.Act.BossEncounter.Id.Entry with a compatibility fallback for older runtime layouts.

v0.7.0 - 2026-04-30

Highlights

  • Multiplayer AI control is now release-ready for the main play loop.
  • Rest-site MEND now works in multiplayer without hanging the HTTP request.
  • Multiplayer validation and startup scripts were hardened for repeatable release testing.

Added

  • Rest-site options now expose requires_target, target_index_space, and valid_target_indices so AI clients can resolve multiplayer-only targets correctly.
  • Map payloads now expose local and remote vote state, including per-node vote counts and voter IDs.
  • Multiplayer validation now covers lobby setup, intro resolution, combat progression, rewards, and multiplayer MEND target handling.

Changed

  • choose_rest_option now accepts target_index for targetable rest actions such as multiplayer MEND.
  • The PowerShell startup flow now waits for both /health and /state and prints progress while the game boots.
  • Release packaging now includes the changelog alongside the packaged mod and MCP server files.

Fixed

  • Fixed host multiplayer map voting so local votes register correctly instead of being lost on the first click.
  • Fixed multiplayer map state visibility so both sides can inspect local votes, remote votes, and node vote counts.
  • Fixed multiplayer MEND so missing target_index returns an immediate structured invalid_target error instead of timing out.
  • Fixed multiplayer validation timing issues around lobby modals, intro transitions, combat readiness, and turn rollover.
  • Fixed the PowerShell multiplayer test harness so it no longer relies on brittle redirected child shells to start game sessions.

Compatibility

  • Verified against Slay the Spire 2 v0.103.2.
  • Mod health endpoint reports protocol version 2026-03-11-v1.

Known limitations

  • A host-side debug room RestSite jump can still fail after multiplayer reward resolution because of the base game's combat sync state. This does not block normal AI-driven multiplayer play and is treated as a debug-only limitation during release validation.

v0.6.1 - 2026-04-25

Highlights

  • Added live /data/* export endpoints for cards, relics, monsters, potions, events, powers, and characters.
  • Switched MCP game-data lookup to the live Mod API with in-process caching.
  • Improved error handling for game-data tools and synchronized the MCP tool profile coverage.