Tales from Oddwater All alpha testing notes

Alpha testing notes · 5.2 / Build 10

Build 10Balance Update

Grow together. Prepare for the climb.

Notes posted

First balance pass implemented for playtesting. These notes cover the development changes; build availability will be announced separately.

A winding path through the shadowed Forsaken Woods.
The Forsaken Woods
The moonlit tower in the Heart of the Forest.
The Heart of the Forest

The change in plain language

Before your first run

Build 10 changes the journey from “finish one adventure at every difficulty” to “grow your Company across both adventures, then take the next step.” Clear The Forsaken Woods and The Heart of the Forest on Basic to unlock Advanced. Clear both on Advanced to unlock Expert, and continue that pattern through Master and Master+. The Lost Dungeons preview is outside this ladder for now.

An unlocked difficulty is an invitation, not a promise that your party is ready. A Company moving straight through the first two tiers may reach Expert around level 7. You can try it then, but the recommendation for Expert and above is near level 12. Replaying completed tiers gives you normal XP, gold, and completion Reputation, so returning to Advanced to train and buy upgrades is part of the intended path. Level 12 is advice, not an entry requirement.

Expect the higher tiers to push back much harder. Basic is unchanged; Advanced is firmer; Expert and Master have substantially tougher enemies. At those levels, choosing useful abilities, matching equipment to the encounter, carrying supplies, and arriving rested matter more. Master+ is the hardest test: even a fully developed, carefully prepared Company can lose. If you breezed through these tiers before, plan to reassess your party before climbing again.

  1. BasicLearn the road
  2. AdvancedBuild your Company
  3. ExpertNear level 12 advised
  4. MasterPrepare your equipment
  5. Master+Put it all to the test

Clear Woods + Heart at each step to earn the next. Replay completed tiers whenever you need more preparation.

The new progression, step by step

The two finished adventures now share one difficulty ladder. Each step asks you to complete both books at the preceding tier, so a new Company explores both stories before moving into their harder versions. The usual story prerequisites still apply.

Play both adventures on…To unlock…What to expect
BasicAdvancedThe same starting difficulty as before. Learn your heroes and the encounters.
AdvancedExpertA firmer challenge and a useful place to return for XP, gold, and training.
ExpertMasterA substantial step up. Near level 12 is recommended, with upgraded equipment and active use of your skills.
MasterMaster+Strong equipment, suitable weapon elements and protective wards, supplies, and boss preparation become especially important.
Master+Continued replaysThe final challenge remains replayable; there is no further tier in this ladder.

The adventure introduction now lets you choose a tier, see completion marks, read preparation advice, and check which clears you still need. The Lost Dungeons is currently a traversal preview, so you do not have to finish it to unlock higher difficulties.

Existing Companies keep their progress

Previously earned higher difficulties and completion history are preserved. You do not have to start over or redo lower clears to keep access you already earned. Future adventures added to the required set will affect the next difficulty you have not yet unlocked, rather than taking away existing access.

Leveling up is a choice you can make

You can replay a completed tier for its normal rewards, including completion Reputation. That gives you a way to strengthen your active party and fund training, equipment, and supplies before trying a harder run. Your hero level is only one part of readiness: reaching level 12 does not also give you maximum weapons, armor, or training.

The automated campaign runs give a useful illustration of the pace. A “circuit” below means one run through Woods and one through Heart, both on Advanced. These are modeled paths with specific spending and recovery choices, not a guaranteed leveling schedule for every player.

Route takenApproximate founder-party level
Finish both Basic adventuresLevel 4
Then finish both Advanced adventures onceLevel 7, with Expert unlocked
First Advanced pair + two additional Advanced circuitsLevel 10 before Expert
First Advanced pair + four additional Advanced circuitsLevel 12 before Expert in all 500 modeled Companies

You may attempt Expert as soon as you earn access, or spend more time preparing. You can also return to easier tiers after trying Expert. The direct route was much less forgiving in the campaign tests: deaths were common even when the Company eventually completed the adventure after recovery and retries.

If you switch tiers while that book has an unfinished expedition, the game asks you to confirm replacing it. That book’s current route, camps, and run-specific reward records reset. Your Company resources, earned higher clears, and the other book’s progress remain. A fresh expedition restores living active heroes; it does not change the rules for resurrecting dead heroes.

Why the fights will feel different

Higher-tier enemies now have more health, stronger attacks, and greater damage. Some existing enemy effects, such as poison or freezing, also become more likely as difficulty rises. Those increases are limited; they do not give every enemy new abilities or make every hit cause a status effect.

Several bosses and encounters received their own adjustments as well. Veyr gains a second strike on Expert and above, the Hollow Warden gains one on Master+, and the Ward Mites’ timed damage increases at higher tiers. Mother and Thul received individual tuning, including changes to Thul’s regular attacks, Cleave, and low-health rage. Exact numbers are in the implementation report below.

For playtesting, this means:

  • Use the whole party’s toolkit. Skills, spells, control, and healing should make a bigger difference than simply selecting Attack every turn. Basic attacks can still get through some higher content with enough recovery; that remains something we are testing.
  • Prepare for the fight in front of you. Weapon elements and protective wards can make a large difference. Strong gear alone does not replace choosing equipment suited to the enemy.
  • Treat a boss as a fresh commitment. Recover health and MP or stamina, check your supplies, and consider returning to town before entering. A party that survived the route may still be in poor shape for its final fight.
  • Separate a setback from a wall. Losing a hero, paying for recovery, and losing the whole party are different outcomes. Tell us which happened and whether returning with better preparation helped.

The XP curve, level and equipment caps, prices, reward values, and Company benefits are unchanged. This pass does not reduce your earned power when you revisit an easier tier, so a well-equipped veteran Company can still overpower lower difficulties.

What the first balance tests tell us

The changes have been implemented for playtesting and checked with automated runs using the actual combat rules and adventure routes. They are a first balance pass, with human playtesting still needed.

The clearest shift is at Master+. In 500 route attempts per adventure, a level-12 founder party—Alaric, Markovia, Vestin, and Mystere—with maximum equipment and training, stocked supplies, suitable elements and wards, and deliberate boss preparation completed:

Master+ adventureCompleted the routeCompleted without a hero death
The Forsaken Woods52.6%19.6%
The Heart of the Forest58.2%17.0%

The matched tests before this pass completed those routes 100% and 91% of the time, respectively. These are results for one prepared party and an automated decision policy, not a prediction of your personal win rate. The route test stops at the first whole-party defeat. The campaign tests described above allow limited recovery retries, so their completion results answer a different question.

There are still rough edges. Master has a steep preparation threshold: typical level-12 equipment struggled badly in Woods, while a stronger, better-prepared profile did much better. Parties using more recruits performed substantially worse on Master+, especially in Heart. Some lower tiers remain easy for veteran Companies, and frequent town visits to recover or change equipment may feel repetitive. Those are priorities for this round of feedback.

What to try, and what to tell us

Start at a difficulty that makes sense for your Company, then compare how the next tier feels. If Expert is punishing, try some Advanced replays and spend the rewards on preparation before returning. If you are already near level 12, pay particular attention to your gear, wards, supplies, and party composition.

When reporting a difficult fight—or one that felt too easy—include:

  • The adventure, tier, encounter, and four heroes you brought.
  • Hero levels, weapon and armor ranks, training, weapon elements, and wards.
  • Health and MP or stamina on entering the fight, especially for bosses.
  • Abilities and consumables used, individual deaths, and any whole-party defeats.
  • Town visits, what sent you back, and whether you ran out of money or supplies.
  • Whether another attempt felt worth making, and what made you stop if it did not.

We especially want to know whether Advanced replays feel like satisfying preparation, whether the jump to Master is understandable, whether recruit parties have a fair chance, and whether recovery and equipment changes take too much time. Difficulty should reward learning and preparation; the numbers alone cannot tell us whether that feels good to play.

The Lost Dungeons preview still grants completion Reputation despite having no combat XP yet. That reward loop is a known testing issue, not evidence that Company Rank progression is settled.

What this update covers

These notes describe the September 24 balance work for 5.2 / Build 10, a major part of the upcoming build. “Implemented for playtesting” describes the development state; it does not announce an uploaded build or TestFlight availability.

Automated rules, compilation, save migration, and isolated Unity interface checks passed according to the implementation report. Human playtesting, a new player build, and physical controller and touch checks were not part of that verification. Existing earned access is preserved, and interrupted fights retain the combat tuning appropriate to their saved context.

The earlier Build 9 balance checkpoint is now archived. Its proposals are historical: a strict level-12 entry requirement, effective power caps, reward cuts, and broader hero or spell redesigns are not part of this implemented pass. The full source report below records the actual tuning, methods, results, and remaining issues.

Full implementation report

The original September 24 development record, preserved in full. It includes encounter details and spoilers. Repository references name supporting development files that are not hosted here.

Read the tuning, evidence, and verification details

5.2 / Build 10: first implemented balance pass

24 September 2026. Implemented for playtesting, following the owner's authorization to move beyond the earlier analysis-only brief. This does not create a release binary, change upload counters, or declare the complete balance vision achieved.

Executive result

Woods and Heart now share a tier-unlock ladder: complete both on Basic for Advanced, both on Advanced for Expert, and so on. Completed tiers can be replayed for ordinary XP/gold and completion Reputation. Expert+ recommends near level 12, with no level requirement. Earned access and higher completion history are preserved. The traversal-only Lost Dungeons preview remains playable but is excluded from required clears until its actual content is ready.

Basic is unchanged. Advanced is firmer; Expert and Master have much stronger stats, with bounded enemy status-proc increases and specific boss/encounter adjustments. In the final independent 500-seed screen, prepared level-12 founders complete Master+ 52.6% in Woods and 58.2% in Heart, versus 100%/91% in the newly matched pre-pass benchmark. Deathless completion is 19.6%/17%. This is a useful first playtest package, not a universal success-rate prediction.

The growth escape route is real: all 500 modeled Companies reached level 12 before Expert after four additional Advanced circuits through both books, earning XP and paying for training normally. Two extra circuits brought them to about level 10 before Expert. Players can also attempt Expert immediately after its clear requirements; the direct campaign enters it around level 7. No artificial XP catch-up or well windfall is required.

Remaining weaknesses are explicit: better gear still trivializes lower tiers; basic-attack play can limp through some higher content using recovery; Master has a steep equipment threshold; the recruit-heavy party performs poorly on Master+; and frequent town/attunement visits may feel repetitive. Those are the next tester questions, not reasons to hide the current results or apply another blanket multiplier.

Source and preserved work

Source HEAD at task start: bc7f1638bb28d13114d0f720b0b24b174a192fd8, main reported seven commits behind its remote-tracking reference. No pull, branch switch, reset, commit or push was performed. The initial dirty tree already contained the approved elemental-affinity changes, ally-targeted potions, narrated opening, Lost Dungeons traversal/assets, related documentation, artwork/import edits and prior campaign-model tooling. Those changes were preserved and the first two gameplay changes are included in the simulation baseline.

Before editing, 398 relevant files were copied with hashes to ignored Logs/Build10-Balance-2026-09-24/before, alongside initial status and the preexisting diff. The durable evidence directory contains source/driver snapshots, manifests, raw trials, summaries and validation evidence. A working-tree source manifest is essential: this pass was not simulated against clean HEAD or the older September 23 audit source.

Read with AGENTS.md, Adventure Library, Player's Handbook, GM Guide, Master+, and the historical twelve-iteration proposal. The earlier ten-adventure story-only campaign, hard level-12 gate, bounded power bands and speculative hero/spell redesigns remain unimplemented.

Implemented rules and tuning knobs

GlobalContent.json owns progression.requiredAdventures, currently Woods/Heart, and allowCompletedReplays: true. Add a content-ready book to the required list when it should participate. Library validation rejects a required ID whose module is missing or unavailable. No adventure-name branch was added to generic combat.

The authoritative JournalGame.Difficulty.cs checks global eligibility and each book's own previous clear. New saved fields difficultyProgressionRevision=1 and unlockedDifficulty permanently record earned access. A future book affects the next unearned unlock, not old access. Revision-zero saves infer earlier clears from their old linear tiers and retain earned higher-tier access. There is no roster-level gate.

The introduction has a tier selector, completion marks, preparation advice and missing-clear explanations. Replacing an unfinished expedition at another tier requires confirmation. The transaction resets only that book's route, camps and receipts, retaining Company resources, higher clears and other books. A new expedition gets a distinct ledger ID and can earn its rewards once again. Fresh starts restore living active heroes; resurrection rules remain unchanged.

TierEnemy HP ×Attack +Armor +Damage +Gold/XP ×
Basic10001
Advanced1.83121.8
Expert3.37482.8
Master4.594104
Master+6104146

Enemy proc bonuses by tier are +0/5/10/15/20 percentage points for poison, on-hit debuffs and Sapped; +0/3/6/9/12 for Freeze/Lock; +0/1/2/3/4 for explicitly resisted Freeze. Soft effects cap at 60%, turn denial at 50%. Absent effects stay absent and an authored chance already above a cap is not reduced. Grave Chill becomes 33/36/39/42/45%, or 10/11/12/13/14% with Frost resistance. Lockdown becomes 40/43/46/49/50%. Ability schedules and durations are unchanged: increasing a successful check does not make a dead or controlled enemy act. This avoids turning ordinary fights into repeated guaranteed turn loss.

Creature tierAdjustments apply before global scaling. Veyr gains two strikes on Expert+, with base bonuses 0/8/16. Master+ Hollow Warden gains two strikes and base bonus 6. The three Ward Mites' timed pulses use d2+2/+3/+6 on Expert/Master/Master+, without adding global tier damage again. Expert/Master Mother uses base HP 38/34, attack 3 and bonus 0. Master+ Thul uses HP 55 (330 scaled), normal d6+2 before tier bonus, Cleave d4+2 plus half tier damage, and three-strike rage below 25% HP. Exact probabilities and profile semantics are synchronized in the GM Guide.

New fights capture resolved tier/enemy profiles in combatTuning, including adventure-owned snapshots and detached save copies. Loading an interrupted fight preserves those stats, abilities and probabilities after later tuning edits. Old fights without a context use legacyCombatTiers and pre-adjustment profiles. This is scoped protection for this balance pass; current authored encounter relationships still govern protection and retreat. Existing save schema/IDs, XP curve, level/gear caps, prices, rewards and Company benefits remain intact. No player saves were read or altered by verification.

Iteration decisions

The twelve earlier hypotheses are retained in the September 23 report. Five further implementation screens incorporated current affinity/potion behavior:

ScreenChange and decision
H10Port tested proposal into configuration. Veteran Expert remained too soft; updated Heart preparation/results no longer matched old audit numbers.
B11Raise Expert to 3.3/+7/+4/+8 and Master to 4.5/+9/+4/+10; strengthen Veyr. Woods Master+ reached 51.7%; Heart stayed excessively harsh.
B12Reduce Thul's burst. An initial 500-seed screen looked close to target, but the new intermediate-gear profile exposed a preparation-policy artifact. Superseded as final evidence.
B13Correct prepared policy to heal fully before known final bosses. Restore part of Thul's pressure; Heart Master+ 66.7% in 120 development seeds.
B14, selectedThul base normal damage bonus 2, Cleave base bonus 2 with 0.5 tier damage. Heart Master+ 54.2%, Woods 51.7% in 120 development seeds. Then freeze settings for new holdout seeds.

The policy correction matters: the old generic recovery thresholds sometimes sent excellent gear into Thul depleted while weaker gear triggered a town visit first. A fresh prepared boss check also exposed this. The corrected final comparison gives both baseline and candidate the same deliberate boss recovery. Earlier H10/B11/B12 and final rows are retained as development evidence, not mixed into the final estimate. No post-holdout parameter adjustment was made.

Method and limits

Final final-v2: 500 samples per controlled cell, seeds 1093000–1093499; 105,000 full-route attempts, 19,500 individual prepared encounter trials, and 19,412 legal campaign expedition segments. Matched baseline baseline-v2: 200 samples, seeds 1093000–1093199. Development screens used 1024230 onward (H10 200; B11–B14 120). All use the real rules classes and actual authored route, combat and reward definitions. No damage-only surrogate is used.

Three policies: basic attacks with legal recovery; reasonable tactics prioritizing wounds/skills; informed tactics using threat/control, spells, healing and known encounter mechanics. These are deterministic heuristics with seeded combat, not optimal play. Prepared profiles additionally choose owned attunements from actual weaknesses/resistances and rest before final bosses. The updated potion policy selects injured living allies. The one-use wishing well is disabled in every recovery. Invalid travel or simulation round limits fail the run; no bound or wish grant was reached in final evidence.

Controlled profiles are synthetic entry states, not claims of campaign affordability:

ProfileLevelWeapon / armor ranksAttack / health / resource trainingFunds/preparation
OrdinaryWoods 1/4/7/10/12, Heart 3/5/7/10/12 across tiersTier-based, capped W4/A3Tier-based, capped 340+80×tier gold; modest stock; Rank I
L12typ123 / 22 / 2 / 2400 gold; modest stock; Rank IV
L12strong124 / 33 / 3 / 31,200 gold; modest stock; owned attunements and two suitable wards; Rank IV
L12max126 / 45 / 5 / 53,000 gold; full pouches; owned attunements and two suitable wards; Rank IV

Relevant spells and artifacts are supplied to controlled profiles; campaign paths instead learn/buy/earn them. Parties: founders (Alaric, Markovia, Vestin, Mystere), reserves (Thoradin, Markovia, Vestin, Spargle), recruits (Xov, Markovia, Mystere, Juniper). These are three compositions, not all 70 four-hero combinations. Basic/Advanced controlled screens use founders; Expert+ includes all three. Current abilities, affinities, status immunity, action costs, enemy schedules, healing, armor, criticals, depletion and town costs run in production rules.

Route attempts stop at the first party wipe; individual deaths and resurrection are counted separately. Legal campaigns allow at most two recovery retries per failed location and stop if recovery is unaffordable. Required routes use the short Woods branch and omit the optional Owlbear Den; individual encounter screens include that den and all ordinary encounters. Known puzzle solutions and specialist challenge choices favor informed play. Living reserves do not receive free XP. The third traversal preview and its Reputation rewards are excluded from these campaigns.

Town policy responds to mean HP below 72%, any hero below 42%, deaths, or mean resource below 35%; prepared profiles also pay travel for attunement changes and fully recover before final bosses. Camps are once per run. Town counts therefore combine recovery and preparation. Campaign spending prioritizes spells/upgrades, preserving modest recovery funds, and retains the earlier Void/Frost armor-purchase heuristic rather than dynamically rebuilding armor per adventure. Fixed-stock and campaign results are not interchangeable.

Wilson 95% intervals quantify sampling error only. Paired seed prefixes do not imply identical subsequent dice after decisions diverge. Policy quality, full knowledge, target selection, party composition, optional-route choices and human execution add unquantified uncertainty. Five hundred successes do not establish invulnerability. Combat duration below is total rounds across attempted encounters, not wall-clock time.

Final route results

All rows below use founders and the informed policy, n=500 each. Different rows use the stated intended preparation, so this is not a same-party tier progression. All baseline and final summary cells are provided in the evidence package.

Adventure / tier / profileCompletion (95% interval)Deathless completionDeaths / attemptWipes / attemptRoundsTown visits
Woods Basic, ordinary100% (99.2–100)71.4%0.31024.71.21
Heart Basic, ordinary100% (99.2–100)95.0%0.05019.93.77
Woods Advanced, ordinary100% (99.2–100)93.8%0.07025.31.18
Heart Advanced, ordinary98.2% (96.6–99.1)84.0%0.250.01825.53.38
Woods Expert, L12typ93.4% (90.9–95.3)62.0%0.690.06632.32.07
Heart Expert, L12typ98.6% (97.1–99.3)72.4%0.400.01432.63.94
Woods Master, L12strong100% (99.2–100)93.2%0.07032.44.07
Heart Master, L12strong100% (99.2–100)74.6%0.30026.36.87
Woods Master+, L12max52.6% (48.2–56.9)19.6%2.560.47441.74.78
Heart Master+, L12max58.2% (53.8–62.4)17.0%2.460.41831.36.56

The corresponding matched baseline completion rates were 100% for every listed row except Heart Master+ at 91%. The largest change is late-game threat and deaths, not Basic access. Maximum gear still completes Expert/Master almost effortlessly; expected growth remains strong.

Adventure / tier / profileMP/STA spentPotionsBeansNet gold
Woods Expert, L12typ55.66.14.3+649
Heart Expert, L12typ59.25.15.5+660
Woods Master, L12strong64.23.93.7+977
Heart Master, L12strong53.04.02.8+898
Woods Master+, L12max79.018.05.9+1,128
Heart Master+, L12max64.014.12.5+1,208

These averages include failures and omit any recovery after a terminal wipe. Synthetic initial inventory is not charged to that attempt; depleted stock therefore matters alongside net gold. Campaign rows include actual restocking and purchases. No reward inflation was justified in this pass: earned-reward campaign paths can support continued preparation, and positive fixed-run proceeds do not imply free resurrection after every wipe. Smoke use was zero in these founder-policy rows; the model often preferred Shield Wall, so this is not evidence that every consumable is useful or balanced.

The main path is Woods Basic → Heart Basic → Woods Advanced → Heart Advanced → both Expert → both Master → both Master+. Recruitment/unlocks/rewards are actual game operations; no clears, gear, money or levels are granted. Repeated-Advanced variants insert two or four additional Woods+Heart circuits before Expert. The original story prerequisites remain in force. Every final candidate launch ran with the ordinary travel/unlock guards enabled.

After the first Basic pair, founders reach roughly level 4; after the first Advanced pair, roughly level 7. Two extra Advanced circuits give approximately level 10 at Expert entry; four give level 12 for all 500 Companies. There is no permanent progression gap between Advanced and Expert. Repeat runs remain available even after attempting Expert, with confirmation before replacing that book's unfinished route.

Direct Expert has 100% Woods / 95.2% Heart conditional completion with bounded recovery retries, but only 50.2% / 32.4% deathless completion; it is substantially less forgiving than the old near-deathless campaign. Players who prepare through extra Advanced runs reduce that risk. Reaching level 12 alone does not supply maximum equipment: direct Master+ remains a poor bet, and gear preparation still matters. Read campaign rows with their surviving sample count; a later 100% is not automatically 100% of the original Companies.

Company Reputation is unchanged and repeats continue to award it. As more books become required, new Companies naturally enter later tiers with more XP, gold and Rank; permanent unlocks avoid making existing Companies redo earned access. The model therefore reduces early sequence variance but does not permanently solve power variance. Revisit required-set size, rewards and equipment costs with each content-ready book. The earlier ten-adventure report remains an accounting proposal, not new shipped XP budgets.

Prioritized remaining issues and tester acceptance

  1. Composition gap, especially recruits. Excellent level-12 informed Master+ completion: Woods founders/reserves/recruits 52.6%/32.4%/23.8%; Heart 58.2%/36.6%/9.4%. The policy is not an optimal solver for Juniper/Xov, but this gap is too large to dismiss. Next pass should compare their action/MP economy and policies before globally weakening bosses or declaring recruit viability solved.
  2. Master equipment threshold. Typical level-12 gear completes Woods Master only 0.6%, versus 100% with the prepared strong profile. That comparison also adds attunements, wards, funds and deliberate boss recovery, so it does not isolate one armor rank. Explain preparation clearly and collect actual equipment/party/consumable data with failure reports. Avoid using level alone as a power score.
  3. Basic attacks still work too often. Ordinary Advanced basic-attack completion is 89.2% Woods / 64.8% Heart, but deathless rates are only 17%/10.4%. Typical level-12 Expert attack-only completion is 82.8%/63.6%, with 12.2%/2.8% deathless. Healing/recovery outside combat remains available to that policy. The vision of ability use is improved but not enforced; do not raise every enemy until these rates collapse at the expense of reasonable parties.
  4. Town and boss preparation. Heart Master/Master+ prepared routes average roughly seven visits for five required fights, partly to change elements. Test whether preparation feels rewarding or like menu work. The correction to pre-boss recovery shows how misleading a generic health threshold can be. Consider clearer boss warnings or more convenient owned-attunement selection before adding travel costs.
  5. Preview Reputation farming. Lost Dungeons has no XP/combat yet but retains normal completion Reputation. Lower-tier replay now makes that preview loop easier to repeat. It is excluded from the XP/campaign evidence and required clears. Keep this explicit during internal testing; disable or redesign preview completion rewards before treating Rank progression as final production balance.

Suggested playtest targets, conditional on the stated preparation: Basic tactical completion ≥90%, deathless ≥70%; Advanced tactical completion 85–99%, with clearly more deaths/resource use when attacking only; Expert near-cap typical completion 80–95%, materially more ability/consumable use and recovery than Advanced; Master strong-preparation completion 85–98% with occasional deaths; Master+ excellent preparation roughly 45–60% completion and <25% deathless. The current founder Master+ screen is close. Heart Expert completion and Woods Master deathless rates remain above these provisional ranges. A useful next acceptance gate is no representative well-played Master+ composition below 30%; this pass fails that gate for recruits.

Keep changes small for the next round: collect party level/gear/wards, abilities used, boss entry HP/MP, deaths versus wipes, consumables, town visits and reasons for quitting. Retest one changed tier/profile or creature adjustment using the reusable screen, then validate with fresh seeds. Do not use another blanket scaling increase to address a single boss, a fixed-output spell or a party-specific action deficit. Strict level gates, power scaling, reward caps and ability redesigns need their own evidence and migration decisions.

Reproduction and verification

See the runner README and evidence manifests, inputs, raw trials and summaries. The quick screen uses 120 seeds; the final screen uses 500. Overrides live only in the snapshot when supplied with -Config.

& Verification/BalanceCheckpoint/Build10/Run.ps1 -Output Logs/Balance-Repeat -Samples 500 -Seed 1093000
python Verification/BalanceCheckpoint/Build10/Summarize.py Logs/Balance-Repeat
& Verification/RunChecks.ps1
& Verification/CompileUnity.ps1

The 38 pure suites passed, including 44 new difficulty/migration/combat-profile assertions. Existing fixtures that specifically test tier reset, attire or ledger behavior now seed earned eligibility; actual all-book gating is checked separately. The obsolete rule that a mostly-basic-attacking Expert party must win half its boss fights was removed from the old build smoke test; fight termination still runs, and viability is reported through this broader live-rule screen.

Runtime and Editor compilation passed. Isolated Unity Play checks passed 60 introduction, recommendation, replay, cancellation/replacement and actual JsonUtility assertions over 4:3, 16:9, 21:9 and 32:9, along with the existing Practice cycles and simulated touch checks. Unity JSON/disk/backup recovery passed, followed by 770 full campaign storage, migration, isolation and live UI checks. Captures of both introductions, the selector and replacement confirmation were visually reviewed. Initial fixture setup failed because it omitted the Practice travel flag; it was corrected. Saved-profile normalization reuses the catalog's enemy validation so JsonUtility's omitted inline objects cannot introduce phantom abilities. Canonical handbooks, current subsystem guides, root instructions and Build 10 notes are synchronized with the gameplay diff.

No Windows/iOS/tvOS player build, physical controller/touch pass, human playtest, new-adventure combat test or optimal-policy proof is claimed. All live verification used its own project and isolated data; the user's Editor and player saves were preserved.