Character swapping is hub-only, and refused by the SERVER rather than merely
greyed out in the menu. Allowing it inside a dungeon would be an instant,
uninterruptible exit from danger -- strictly better than the one-second escape
channel, which would make that channel pointless. Creating a character in a
dungeon is refused for the same reason. Both are covered by diag_progression.
Health regenerates at 0.5% of MAXIMUM per second. A percentage rather than a
flat rate so it does not become irrelevant at level 15: a capped character
regains 1.2 hp/s against a level 1's 0.5, and both take about 200 seconds to
heal from nothing. No out-of-combat gate -- at this rate it cannot out-heal
anything actually shooting at you, and a trickle that never stops is easier to
reason about than a timer players have to learn. A fractional carry is needed
because a tick heals well under one hit point, so truncating each tick would
heal exactly nothing; there is a test for that specifically.
The XP bar now states the percentage and the level it leads to, since a bar
answers "how far" vaguely and a number answers it exactly.
Recorded the two Stage 3 answers: 4 inventory slots, and the boss's food item
is player-instanced now so the mechanism gets exercised rather than deferred.
Writing the swap guard's test caught my own mistake: the first version created
its spare character through the store, which has no opinion about where you
are, so it bypassed the guard it was meant to prove and left a stray character
behind that broke a later assertion.
200 tests. check.sh, test.sh, smoke.sh and both diagnostics pass.