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This commit was created on GitHub.com and signed with GitHub’s verified signature.
Highlights
Multiplayer AI control is now release-ready for the main play loop.
Rest-site MEND now works in multiplayer with explicit target resolution and immediate invalid_target feedback when target_index is missing.
Startup, validation, and release packaging scripts were hardened for repeatable release testing.
Added
Multiplayer map payloads now expose local vote, remote vote, per-node vote counts, and voter ids.
Rest-site options now expose requires_target, target_index_space, and valid_target_indices for multiplayer-only targeting flows.
Multiplayer validation now covers lobby setup, intro resolution, combat progression, reward resolution, and MEND target handling.
Fixed
Fixed host-side multiplayer map voting so the first local vote is no longer lost.
Fixed multiplayer map state visibility so both players can inspect vote state consistently.
Fixed multiplayer MEND so AI clients can complete the target selection inside a single request.
Fixed validation and startup PowerShell scripts so they no longer hang on brittle startup or redirected child-shell behavior.
Compatibility
Verified against Slay the Spire 2 v0.103.2.
Mod health endpoint reports protocol version 2026-03-11-v1.
Known limitation
A host-side debug run_console_command: room RestSite jump can still fail after multiplayer reward resolution because of the base game's combat sync state. This is treated as a debug-only limitation and does not block normal AI-driven multiplayer play.