Initial import of HEROLL source and design documents

This commit is contained in:
toshiocn
2026-10-26 16:05:39 +08:00
commit fdb55672c1
1846 changed files with 290692 additions and 0 deletions
@@ -0,0 +1,83 @@
case_id,priority,area,setup,action,expected,automation,gate,source_tag
QA-001,P0,scope,production-like local build,scan scenes scripts configs and packages,no account meta energy gacha IAP network real ad SDK story or BGM entry,static scan,release,VALIDATION_ADDED
QA-002,P0,dice,fixed seed and fresh streams,simulate 1000000 rolls,36 ordered outcomes pass chi-square p>=0.01,node test,release,VALIDATION_ADDED
QA-003,P0,dice,fixed seed,run 100 rolls twice,dieA dieB and RNG indices byte-identical,node test,release,VALIDATION_ADDED
QA-004,P0,dice,all blessings and DDA tiers,compare base dice sequence to clean run,base A/B sequence unchanged,node test,release,VALIDATION_ADDED
QA-005,P0,dice,ThirdDieReplace active,exercise replaceA replaceB discard,move sums correct and A/B log preserved,node test,release,VALIDATION_ADDED
QA-006,P1,dice,normal roll,force doubles,no universal reward or reroll appears,node test,release,VALIDATION_ADDED
QA-007,P0,board,position Tile39 and roll crosses Start,resolve move,exactly one floor transition and no second landing resolve,node test,release,VALIDATION_ADDED
QA-008,P0,board,each floor 1..10,finish lap,floor increments and heal round(maxHp*0.30) capped,node test,release,VALIDATION_ADDED
QA-009,P0,board,each floor transition with recorded zero-based loopIndex,inspect good-tile draw and install attempts,request count equals loopIndex plus2 and success count never exceeds request count,node test,release,SOURCE_CONFIRMED
QA-010,P0,board,fresh account default eight-meta deck and fixed seed,initialize run and inspect first eight draws,all eight default metas appear once before reshuffle,node simulation,release,SOURCE_CONFIRMED
QA-011,P0,board,seed suite 10000 runs,inspect merchant generation,merchant only and always on floors3 6 9,node simulation,release,VALIDATION_ADDED
QA-012,P0,boss,complete floor10,resolve transition,boss_0 with skill_0 and cooldown7 starts,node test,release,SOURCE_CONFIRMED
QA-013,P0,combat,naked run,create player snapshot,stats equal 5|40|10|100|150|0|0|0|5,node test,release,SOURCE_CONFIRMED
QA-014,P0,combat,floor1..10,spawn base enemies,base stats match floor-balance.csv exactly,node test,release,SOURCE_CONFIRMED
QA-015,P0,combat,floor10 boss spawn,inspect snapshot,multipliers attack2 hp4 defense1 speed1 evasion1 aim1 lifeSteal0,node test,release,SOURCE_CONFIRMED
QA-016,P0,combat,controlled attack and defense,run deterministic hit,validation baseline formula matches exact integer result,node test,prototype,VALIDATION_ADDED
QA-017,P0,combat,clean capture matrix,run fit report,player and enemy damage median APE<=5%,analysis script,release,VALIDATION_ADDED
QA-018,P0,combat,clean capture matrix,run duration fit,floor bands and boss median APE<=10%,analysis script,release,VALIDATION_ADDED
QA-019,P0,combat,hit and evasion capture,run Wilson check,predictions inside 95 percent intervals,analysis script,release,VALIDATION_ADDED
QA-020,P0,combat,critical and lifeSteal capture,run fit,crit ratio and healing median APE<=5%,analysis script,release,VALIDATION_ADDED
QA-021,P0,combat,attack speed capture,run interval fit,player and enemy median interval APE<=5%,analysis script,release,VALIDATION_ADDED
QA-022,P0,DDA,tier0 normal run,roll dice and loot sequences,DDA does not alter dice shop loot or events,node test,release,VALIDATION_ADDED
QA-023,P0,DDA,known state transitions,save reload,state arrays multipliers recentBattleMs and reason preserved,node test,release,VALIDATION_ADDED
QA-024,P0,DDA,clean DDA captures,run transition matcher,exact transition and multiplier match,analysis script,release,VALIDATION_ADDED
QA-025,P0,potion,Fight and one charge,double click same tick,only one use and one heal,node test,release,VALIDATION_ADDED
QA-026,P0,potion,each count and heal level,load lookup,10 capacity and 21 heal records exact,node test,release,SOURCE_CONFIRMED
QA-027,P0,potion,each of 9 augments,run isolated scripted scenario,state delta equals potions.csv contract,node test,release,VALIDATION_ADDED
QA-028,P1,potion,GuaranteedDouble source row,scan pools and shop,disabled augment never appears,static scan,release,SOURCE_CONFIRMED
QA-029,P0,gear,catalog load,count and group,exactly 40 with 10 per slot,node test,release,SOURCE_CONFIRMED
QA-030,P0,gear,loot simulation 1000000,inspect quality counts,weights fit 210|60|28|4|1 within statistical tolerance,node simulation,release,SOURCE_CONFIRMED
QA-031,P0,gear,100000 simulated runs,count view opportunities,P50 between6 and8,node simulation,release,VALIDATION_ADDED
QA-032,P0,gear,slot empty and occupied,equip new gear,new flies in old leaves and old salvage points once,integration,release,VALIDATION_ADDED
QA-033,P0,gear,batch with 3 unhandled,close modal,all 3 salvage in source order with no duplicate,integration,release,VALIDATION_ADDED
QA-034,P0,gear,all 13 statuses,generate each,min max plus rank and display precision match,node test,release,SOURCE_CONFIRMED
QA-035,P0,smithy,quality ranks0..3,run 100000 trials each,base success rates fit80|50|30|10,node simulation,release,SOURCE_CONFIRMED
QA-036,P0,smithy,boost used ranks0..3,run 100000 trials each,boost rates fit100|80|50|30,node simulation,release,VALIDATION_ADDED
QA-037,P0,smithy,force failure,resolve,equipment removed and pre-failure quality salvage once,node test,release,VALIDATION_ADDED
QA-038,P0,blessing,load pool,count enabled,31 source plus ThirdDieReplace equals32,node test,release,SOURCE_CONFIRMED
QA-039,P0,blessing,reveal card,use boost,replacement differs and only Accept remains,node test,release,VALIDATION_ADDED
QA-040,P0,blessing,pool edge only same eligible,use boost,original accepted and transaction commits without loop,node test,release,VALIDATION_ADDED
QA-041,P0,blessing,levels0..40,lookup star cost,index clamps to29 and sequence matches source,node test,release,SOURCE_CONFIRMED
QA-042,P0,shop,load offers,count and group,97 total with source distribution plus one augment,node test,release,VALIDATION_ADDED
QA-043,P0,shop,open merchant,inspect slots,3 fixed and 3 unique random eligible offers,integration,release,VALIDATION_ADDED
QA-044,P0,shop,reroll count0..5,inspect quote,cost equals3+2*n,node test,release,SOURCE_CONFIRMED
QA-045,P0,shop,insufficient points,attempt purchase,no negative balance no RNG consumption no offer mutation,node test,release,VALIDATION_ADDED
QA-046,P0,shop,purchase limit reached,reroll and reopen,offer remains ineligible,node test,release,SOURCE_CONFIRMED
QA-047,P0,shop,purchase tile and cancel install,reopen,pending install preserved and no refund or loss,integration,release,VALIDATION_ADDED
QA-048,P0,event,EV-140 forced,perform base digs,5x5 board and exactly5 actions before boost,integration,release,VALIDATION_ADDED
QA-049,P0,event,EV-151 forced,inspect cabinet,20 capsules and1 base attempt,integration,release,SOURCE_CONFIRMED
QA-050,P0,event,EV-166 forced,inspect all seeds,one of6 source maps and3 base shots,integration,release,SOURCE_CONFIRMED
QA-051,P0,event,each tile137 138 139 140 141 142 143 144 151 152 164 166,force via debug,input presentation settlement save and exit all pass,manual debug checklist,release,SOURCE_CONFIRMED
QA-052,P2,legacy boost,load old transaction fixture,restore,no UI control rendered and no new transaction created,node migration,archive,DEFERRED_NOT_EXPOSED
QA-053,P2,legacy boost,old PENDING fixture,restore,compatibility recovery does not expose button,node migration,archive,DEFERRED_NOT_EXPOSED
QA-054,P2,legacy boost,old COMMITTED fixture,restore,render does not apply balance or reward delta again,node migration,archive,DEFERRED_NOT_EXPOSED
QA-055,P2,legacy boost,normal event instance,inspect controls,no boost transaction can be initiated from UI,node test,archive,DEFERRED_NOT_EXPOSED
QA-056,P0,revive,lethal with source Revive available,resolve,source blessing resolves once before failure decision,node test,release,SOURCE_CONFIRMED
QA-057,P0,revive,lethal with no source Revive,resolve,full DEFEAT animation then direct failed state with no ad controls,node integration,release,VALIDATION_ADDED
QA-058,P0,revive,source Revive resolves but hp remains zero,resolve,run fails with no ad or second revive choice,node test,release,VALIDATION_ADDED
QA-059,P0,revive,transition to next floor then lethal without blessing,resolve,run fails directly and no floor-based ad eligibility exists,node test,release,VALIDATION_ADDED
QA-060,P0,checkpoint,each modal battle purchase equip blessing event boundary,refresh before and after commit,no half settlement duplicate RNG or duplicate reward,node integration,release,VALIDATION_ADDED
QA-061,P0,checkpoint,corrupt main checksum,load,backup slot loads and committed transaction set preserved,node test,release,VALIDATION_ADDED
QA-062,P0,checkpoint,corrupt both slots,load,user sees corrupt save prompt and can start clean run,node integration,release,VALIDATION_ADDED
QA-063,P0,checkpoint,same seed DDA and command transcript,replay,board loot combat shop and checkpoints byte-identical,node replay,release,VALIDATION_ADDED
QA-064,P0,UI,750x1334 and808x1440,visit all screens,no crop overlap or inaccessible control,visual regression,release,VALIDATION_ADDED
QA-065,P1,UI,first-time flags clear,trigger five guides,each appears once points at correct control and never stacks,integration,release,VALIDATION_ADDED
QA-066,P0,UI,normal build,inspect board and combat,no auto-roll combat speed debug or real ad playback screen,static and manual,release,VALIDATION_ADDED
QA-067,P0,art,all sprite nodes at rest,capture transform,world pixel coordinates and scales are integers,node test,release,VALIDATION_ADDED
QA-068,P0,VFX,all boss and curved/rush attacks,compare tell and hit mask,mismatch<=4 logical pixels,integration capture,release,VALIDATION_ADDED
QA-069,P1,VFX,stress battle and boss death,profile particles,live particles stay within animation-vfx budgets,profiler,release,VALIDATION_ADDED
QA-070,P0,audio,production build,scan loaded banks and clips,no background music and all looping SFX stop on exit,static and integration,release,VALIDATION_ADDED
QA-071,P0,debug,force all commands,inspect logs,commands use Domain API and every record has debug=true,integration,release,VALIDATION_ADDED
QA-072,P0,logs,normal 10-floor run,export JSON,only technical allowlist fields and no user profile or cross-run stats,static schema test,release,VALIDATION_ADDED
QA-073,P0,onsite,10 live runs,cover attack attackSpeedCrit survival zeroRevive oneRevive,lead signs overall gameplay and roughly10-12min,onsite signoff,release,VALIDATION_ADDED
QA-074,P0,boss cycle,DiceGauge debug stage and six completed ROLL actions,observe runtimeGauge counter and board,first2 reach gauge100 and enter countdown4; next4 reach0 then exactly4 unique nonblessing tiles convert and runtimeGauge clears,node integration and visual regression,release,RUNTIME_OBSERVED
QA-075,P0,potion,150 maxHP 1 currentHP and heal level80,use one potion,currentHP becomes81 and charge decreases once; healing caps at maxHP,node test,release,SOURCE_CONFIRMED
QA-076,P0,board,ROLL any legal 2D6 result from Start,compare visible sum animation steps and final tile index,visible total equals exact number of clockwise one-tile moves and final index equals sum,browser visual regression,release,RUNTIME_OBSERVED
QA-077,P0,board,render battle merchant mini-boss infected-boss and all installable event tiles,inspect labels image URLs and load status,1-4 skull battle tiles and both boss tiles use distinct original assets and every event remains identifiable,browser integration,release,SOURCE_CONFIRMED
QA-078,P0,ads,open every normal screen event and lethal flow,scan controls and DOM,zero ad boost reroll extra-attempt extra-shot or ad-revive buttons; lethal flow reaches DEFEAT,browser integration,release,VALIDATION_ADDED
QA-079,P0,balance,new run with initial stats and no potion ads or debug buff,resolve first three normal battle groups,player survives and defeats all three groups,node test,release,VALIDATION_ADDED
QA-080,P0,tile lifecycle,resolve battle mini-boss and event then advance a floor,inspect source cells,each resolved source becomes EMPTY wasteland and stays wasteland unless a legal new tile covers it,node integration,release,VALIDATION_ADDED
QA-081,P0,infected boss,leave infected boss alive and cross Start three times,inspect all existing normal battle cells,each crossing adds one enemy per normal battle capped at4 and source stops after three pollution triggers,node integration,release,VALIDATION_ADDED
QA-082,P0,boss rule,stage0 Default run from initialization through floor10,inspect state HUD and checkpoints,no runtimeBossGauge or BossDiceCounter pressure state is created; boss_0 begins only after the tenth floor,node integration and visual regression,release,SOURCE_CONFIRMED
1 case_id priority area setup action expected automation gate source_tag
2 QA-001 P0 scope production-like local build scan scenes scripts configs and packages no account meta energy gacha IAP network real ad SDK story or BGM entry static scan release VALIDATION_ADDED
3 QA-002 P0 dice fixed seed and fresh streams simulate 1000000 rolls 36 ordered outcomes pass chi-square p>=0.01 node test release VALIDATION_ADDED
4 QA-003 P0 dice fixed seed run 100 rolls twice dieA dieB and RNG indices byte-identical node test release VALIDATION_ADDED
5 QA-004 P0 dice all blessings and DDA tiers compare base dice sequence to clean run base A/B sequence unchanged node test release VALIDATION_ADDED
6 QA-005 P0 dice ThirdDieReplace active exercise replaceA replaceB discard move sums correct and A/B log preserved node test release VALIDATION_ADDED
7 QA-006 P1 dice normal roll force doubles no universal reward or reroll appears node test release VALIDATION_ADDED
8 QA-007 P0 board position Tile39 and roll crosses Start resolve move exactly one floor transition and no second landing resolve node test release VALIDATION_ADDED
9 QA-008 P0 board each floor 1..10 finish lap floor increments and heal round(maxHp*0.30) capped node test release VALIDATION_ADDED
10 QA-009 P0 board each floor transition with recorded zero-based loopIndex inspect good-tile draw and install attempts request count equals loopIndex plus2 and success count never exceeds request count node test release SOURCE_CONFIRMED
11 QA-010 P0 board fresh account default eight-meta deck and fixed seed initialize run and inspect first eight draws all eight default metas appear once before reshuffle node simulation release SOURCE_CONFIRMED
12 QA-011 P0 board seed suite 10000 runs inspect merchant generation merchant only and always on floors3 6 9 node simulation release VALIDATION_ADDED
13 QA-012 P0 boss complete floor10 resolve transition boss_0 with skill_0 and cooldown7 starts node test release SOURCE_CONFIRMED
14 QA-013 P0 combat naked run create player snapshot stats equal 5|40|10|100|150|0|0|0|5 node test release SOURCE_CONFIRMED
15 QA-014 P0 combat floor1..10 spawn base enemies base stats match floor-balance.csv exactly node test release SOURCE_CONFIRMED
16 QA-015 P0 combat floor10 boss spawn inspect snapshot multipliers attack2 hp4 defense1 speed1 evasion1 aim1 lifeSteal0 node test release SOURCE_CONFIRMED
17 QA-016 P0 combat controlled attack and defense run deterministic hit validation baseline formula matches exact integer result node test prototype VALIDATION_ADDED
18 QA-017 P0 combat clean capture matrix run fit report player and enemy damage median APE<=5% analysis script release VALIDATION_ADDED
19 QA-018 P0 combat clean capture matrix run duration fit floor bands and boss median APE<=10% analysis script release VALIDATION_ADDED
20 QA-019 P0 combat hit and evasion capture run Wilson check predictions inside 95 percent intervals analysis script release VALIDATION_ADDED
21 QA-020 P0 combat critical and lifeSteal capture run fit crit ratio and healing median APE<=5% analysis script release VALIDATION_ADDED
22 QA-021 P0 combat attack speed capture run interval fit player and enemy median interval APE<=5% analysis script release VALIDATION_ADDED
23 QA-022 P0 DDA tier0 normal run roll dice and loot sequences DDA does not alter dice shop loot or events node test release VALIDATION_ADDED
24 QA-023 P0 DDA known state transitions save reload state arrays multipliers recentBattleMs and reason preserved node test release VALIDATION_ADDED
25 QA-024 P0 DDA clean DDA captures run transition matcher exact transition and multiplier match analysis script release VALIDATION_ADDED
26 QA-025 P0 potion Fight and one charge double click same tick only one use and one heal node test release VALIDATION_ADDED
27 QA-026 P0 potion each count and heal level load lookup 10 capacity and 21 heal records exact node test release SOURCE_CONFIRMED
28 QA-027 P0 potion each of 9 augments run isolated scripted scenario state delta equals potions.csv contract node test release VALIDATION_ADDED
29 QA-028 P1 potion GuaranteedDouble source row scan pools and shop disabled augment never appears static scan release SOURCE_CONFIRMED
30 QA-029 P0 gear catalog load count and group exactly 40 with 10 per slot node test release SOURCE_CONFIRMED
31 QA-030 P0 gear loot simulation 1000000 inspect quality counts weights fit 210|60|28|4|1 within statistical tolerance node simulation release SOURCE_CONFIRMED
32 QA-031 P0 gear 100000 simulated runs count view opportunities P50 between6 and8 node simulation release VALIDATION_ADDED
33 QA-032 P0 gear slot empty and occupied equip new gear new flies in old leaves and old salvage points once integration release VALIDATION_ADDED
34 QA-033 P0 gear batch with 3 unhandled close modal all 3 salvage in source order with no duplicate integration release VALIDATION_ADDED
35 QA-034 P0 gear all 13 statuses generate each min max plus rank and display precision match node test release SOURCE_CONFIRMED
36 QA-035 P0 smithy quality ranks0..3 run 100000 trials each base success rates fit80|50|30|10 node simulation release SOURCE_CONFIRMED
37 QA-036 P0 smithy boost used ranks0..3 run 100000 trials each boost rates fit100|80|50|30 node simulation release VALIDATION_ADDED
38 QA-037 P0 smithy force failure resolve equipment removed and pre-failure quality salvage once node test release VALIDATION_ADDED
39 QA-038 P0 blessing load pool count enabled 31 source plus ThirdDieReplace equals32 node test release SOURCE_CONFIRMED
40 QA-039 P0 blessing reveal card use boost replacement differs and only Accept remains node test release VALIDATION_ADDED
41 QA-040 P0 blessing pool edge only same eligible use boost original accepted and transaction commits without loop node test release VALIDATION_ADDED
42 QA-041 P0 blessing levels0..40 lookup star cost index clamps to29 and sequence matches source node test release SOURCE_CONFIRMED
43 QA-042 P0 shop load offers count and group 97 total with source distribution plus one augment node test release VALIDATION_ADDED
44 QA-043 P0 shop open merchant inspect slots 3 fixed and 3 unique random eligible offers integration release VALIDATION_ADDED
45 QA-044 P0 shop reroll count0..5 inspect quote cost equals3+2*n node test release SOURCE_CONFIRMED
46 QA-045 P0 shop insufficient points attempt purchase no negative balance no RNG consumption no offer mutation node test release VALIDATION_ADDED
47 QA-046 P0 shop purchase limit reached reroll and reopen offer remains ineligible node test release SOURCE_CONFIRMED
48 QA-047 P0 shop purchase tile and cancel install reopen pending install preserved and no refund or loss integration release VALIDATION_ADDED
49 QA-048 P0 event EV-140 forced perform base digs 5x5 board and exactly5 actions before boost integration release VALIDATION_ADDED
50 QA-049 P0 event EV-151 forced inspect cabinet 20 capsules and1 base attempt integration release SOURCE_CONFIRMED
51 QA-050 P0 event EV-166 forced inspect all seeds one of6 source maps and3 base shots integration release SOURCE_CONFIRMED
52 QA-051 P0 event each tile137 138 139 140 141 142 143 144 151 152 164 166 force via debug input presentation settlement save and exit all pass manual debug checklist release SOURCE_CONFIRMED
53 QA-052 P2 legacy boost load old transaction fixture restore no UI control rendered and no new transaction created node migration archive DEFERRED_NOT_EXPOSED
54 QA-053 P2 legacy boost old PENDING fixture restore compatibility recovery does not expose button node migration archive DEFERRED_NOT_EXPOSED
55 QA-054 P2 legacy boost old COMMITTED fixture restore render does not apply balance or reward delta again node migration archive DEFERRED_NOT_EXPOSED
56 QA-055 P2 legacy boost normal event instance inspect controls no boost transaction can be initiated from UI node test archive DEFERRED_NOT_EXPOSED
57 QA-056 P0 revive lethal with source Revive available resolve source blessing resolves once before failure decision node test release SOURCE_CONFIRMED
58 QA-057 P0 revive lethal with no source Revive resolve full DEFEAT animation then direct failed state with no ad controls node integration release VALIDATION_ADDED
59 QA-058 P0 revive source Revive resolves but hp remains zero resolve run fails with no ad or second revive choice node test release VALIDATION_ADDED
60 QA-059 P0 revive transition to next floor then lethal without blessing resolve run fails directly and no floor-based ad eligibility exists node test release VALIDATION_ADDED
61 QA-060 P0 checkpoint each modal battle purchase equip blessing event boundary refresh before and after commit no half settlement duplicate RNG or duplicate reward node integration release VALIDATION_ADDED
62 QA-061 P0 checkpoint corrupt main checksum load backup slot loads and committed transaction set preserved node test release VALIDATION_ADDED
63 QA-062 P0 checkpoint corrupt both slots load user sees corrupt save prompt and can start clean run node integration release VALIDATION_ADDED
64 QA-063 P0 checkpoint same seed DDA and command transcript replay board loot combat shop and checkpoints byte-identical node replay release VALIDATION_ADDED
65 QA-064 P0 UI 750x1334 and808x1440 visit all screens no crop overlap or inaccessible control visual regression release VALIDATION_ADDED
66 QA-065 P1 UI first-time flags clear trigger five guides each appears once points at correct control and never stacks integration release VALIDATION_ADDED
67 QA-066 P0 UI normal build inspect board and combat no auto-roll combat speed debug or real ad playback screen static and manual release VALIDATION_ADDED
68 QA-067 P0 art all sprite nodes at rest capture transform world pixel coordinates and scales are integers node test release VALIDATION_ADDED
69 QA-068 P0 VFX all boss and curved/rush attacks compare tell and hit mask mismatch<=4 logical pixels integration capture release VALIDATION_ADDED
70 QA-069 P1 VFX stress battle and boss death profile particles live particles stay within animation-vfx budgets profiler release VALIDATION_ADDED
71 QA-070 P0 audio production build scan loaded banks and clips no background music and all looping SFX stop on exit static and integration release VALIDATION_ADDED
72 QA-071 P0 debug force all commands inspect logs commands use Domain API and every record has debug=true integration release VALIDATION_ADDED
73 QA-072 P0 logs normal 10-floor run export JSON only technical allowlist fields and no user profile or cross-run stats static schema test release VALIDATION_ADDED
74 QA-073 P0 onsite 10 live runs cover attack attackSpeedCrit survival zeroRevive oneRevive lead signs overall gameplay and roughly10-12min onsite signoff release VALIDATION_ADDED
75 QA-074 P0 boss cycle DiceGauge debug stage and six completed ROLL actions observe runtimeGauge counter and board first2 reach gauge100 and enter countdown4; next4 reach0 then exactly4 unique nonblessing tiles convert and runtimeGauge clears node integration and visual regression release RUNTIME_OBSERVED
76 QA-075 P0 potion 150 maxHP 1 currentHP and heal level80 use one potion currentHP becomes81 and charge decreases once; healing caps at maxHP node test release SOURCE_CONFIRMED
77 QA-076 P0 board ROLL any legal 2D6 result from Start compare visible sum animation steps and final tile index visible total equals exact number of clockwise one-tile moves and final index equals sum browser visual regression release RUNTIME_OBSERVED
78 QA-077 P0 board render battle merchant mini-boss infected-boss and all installable event tiles inspect labels image URLs and load status 1-4 skull battle tiles and both boss tiles use distinct original assets and every event remains identifiable browser integration release SOURCE_CONFIRMED
79 QA-078 P0 ads open every normal screen event and lethal flow scan controls and DOM zero ad boost reroll extra-attempt extra-shot or ad-revive buttons; lethal flow reaches DEFEAT browser integration release VALIDATION_ADDED
80 QA-079 P0 balance new run with initial stats and no potion ads or debug buff resolve first three normal battle groups player survives and defeats all three groups node test release VALIDATION_ADDED
81 QA-080 P0 tile lifecycle resolve battle mini-boss and event then advance a floor inspect source cells each resolved source becomes EMPTY wasteland and stays wasteland unless a legal new tile covers it node integration release VALIDATION_ADDED
82 QA-081 P0 infected boss leave infected boss alive and cross Start three times inspect all existing normal battle cells each crossing adds one enemy per normal battle capped at4 and source stops after three pollution triggers node integration release VALIDATION_ADDED
83 QA-082 P0 boss rule stage0 Default run from initialization through floor10 inspect state HUD and checkpoints no runtimeBossGauge or BossDiceCounter pressure state is created; boss_0 begins only after the tenth floor node integration and visual regression release SOURCE_CONFIRMED