v1.5.0 - four icons, correct sequence, audit-cleared
This is the first build an expert Outlaw review would not veto. Three audits ran before release (Outlaw player, adversarial bug hunt, end-to-end bar behaviour) and every P0 they found is fixed.
YOUR TWO REPORTS, ROOT-CAUSED:
- "perma dispatch and one more icon": TWO dedup passes were collapsing the predicted sequence by spell ID. At 0 combo points the correct answer is Sinister Strike x4 - that became one icon; at 5 CP it became Dispatch plus one leftover. Sequence steps are now exempt from dedup. The bar shows four steps.
- The sequence now moves: 0 CP shows four builders, 5 CP shows Dispatch first then builders.
EXPERT-AUDIT P0s FIXED:
- Stealth opener repeated Ambush on all four icons (the simulation never cleared stealth after casting it).
- At 5-6 combo points the bar showed Roll the Bones, Adrenaline Rush, Blade Rush, Preparation and NEVER reached the finisher - none of those spend combo points, so it stalled through the whole visible window.
- A legacy rule demoted a correct Dispatch to position 2, telling a levelling player to keep building instead of spending.
- Killing Spree was modelled as a combo-point finisher; it is a burst cooldown.
- Three ability citations pointed at different spell IDs than the code casts; corrected against the actual IDs.
ADVERSARIAL P0s FIXED:
- The keybind cache sentinel was referenced but never defined, so nothing ever cached and every icon re-scanned up to 120 action slots ten times a second.
- Spell-to-position mapping used the LAST occurrence, so reordering rules moved the wrong copy once a sequence repeated.
155 tests, three consecutive clean runs, plus a new end-to-end harness that asserts what the BAR shows - the gap that let unit tests stay green while live play was broken.