Health survives a run now, so a character sitting on the select screen can be nearly dead -- and the screen was still printing only the ceiling. "level 11, 2000 hp" for a character on 160 is a lie told at the exact moment it matters most, because the next thing that happens is the player walks it into a dungeon under permadeath. The roster message carries current hit points alongside the maximum, and the screen shows a fraction only when it means something: a healthy character still reads "1300 hp" rather than "1300/1300". The field is inserted mid-record, which shifts every field after it, so the protocol version goes to 10 -- a mismatched client would read the active flag out of the middle of a health value. tools/screenshot.gd had no capture for this screen, which is how a UI change to it could have shipped unlooked-at. It now shows a made-up roster of three characters -- whole, badly hurt, nearly dead -- for the same reason the upgrade screen is fed a made-up offer: the point is the layout, not a dungeon run. Getting there needs the player walked off the quartermaster first, or the game scene re-opens the upgrade screen over the top of it every frame. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -22,7 +22,11 @@ extends RefCounted
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## 8: upgrades. A new server -> client upgrade-state message, a new
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## client -> server choice message, and two more SelectResult values.
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## 9: telegraphed boss attacks. A new TELEGRAPH event, appended to the enum.
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const VERSION := 9
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## 10: health survives a run, so the character roster carries current hit
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## points as well as the ceiling. Inserted mid-record, which shifts every
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## field after it -- a mismatched client would read the active flag out of
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## the middle of a health value.
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const VERSION := 10
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const DEFAULT_PORT := 27015
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const MAX_CLIENTS := 32
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