- Fixed
run.boss_idin the Mod/statepayload so active runs now expose the current act boss ID instead of returningnull. - Switched boss resolution to
RunState.Act.BossEncounter.Id.Entrywith a compatibility fallback for older runtime layouts.
- Multiplayer AI control is now release-ready for the main play loop.
- Rest-site
MENDnow works in multiplayer without hanging the HTTP request. - Multiplayer validation and startup scripts were hardened for repeatable release testing.
- Rest-site options now expose
requires_target,target_index_space, andvalid_target_indicesso 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
MENDtarget handling.
choose_rest_optionnow acceptstarget_indexfor targetable rest actions such as multiplayerMEND.- The PowerShell startup flow now waits for both
/healthand/stateand prints progress while the game boots. - Release packaging now includes the changelog alongside the packaged mod and MCP server files.
- 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
MENDso missingtarget_indexreturns an immediate structuredinvalid_targeterror 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.
- Verified against Slay the Spire 2
v0.103.2. - Mod health endpoint reports protocol version
2026-03-11-v1.
- A host-side debug
room RestSitejump 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.
- 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.