Sharpen league and Climb difficulty and give Gore a front door

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wuwi committed 2026-09-07 09:53:49 +02:00
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@@ -4888,6 +4888,40 @@ per late opponent check quality ceilings and open-court frequency, with Club Pro
control. All 131 tests pass with the default seed and eight additional seeds. Build v349 targets
staging only. Combined difficulty still needs Oliver's playtest; shot statistics are not win rates.
## Session log: THE RETEST — sustained final-league returns, a brisker Climb, Gore at the front (2026-09-07, v350)
Oliver still defends league 5 reliably at level 26; the first 6–7 Climb opponents feel like filler.
The previous final-league pass raised quality CAPS but left the .45 floor intact. Raising pace
traits alone would do nothing here: their return-pace multiplier already hits its cap of 1.
- Brute / Director / Champion now return in quality bands .62–.76 / .68–.83 / .74–.90, and use
open-court aim on 50% / 70% / 85% of returns. `trySwing` reads the optional foe `qMin` just as
it already reads classic's floor. These final-league traits follow the body into cup, training
and Climb. Player level/peer gifts, opponent legs, wrong-footing, wounds and cup length stay put.
- **Climb-only opening**: `gameplay.matchStep` adds four progression steps at opponent one,
tapering linearly to zero at opponent eight. Movement (including intercept planning), return
pace, width and flub all read it. Actual opponent identity, territory pace and learning still
read the real rung. Cup onboarding and its training reps retain their old early curve.
Measured on actual update/return paths: the first Climb foe chases at 3.407 vs 2.520 m/s,
averages 18.639 vs 14.817 m/s return pace, reaches 2.364 vs 1.595 m return width, and returns
1152 vs 1073 of 1200 contact attempts. The existing auto-run reachability soak still passes.
- Oliver chose the **direct Gore door** over a mid-season teaser: SPLATTER GORE sits below the
primary league fixture and starts Gore in one tap with the selected court/kit. OTHER GAMES,
STATS and BOARD share one quiet navigation row (44px touch targets); their headline numbers
are removed from the splash. Court/kit setup remains accessible through OTHER GAMES.
- Badge glints peak at the START of their long CSS cycle; the first peak is now .39–.89 s after
creation instead of ~5.5–19 s. The three points stagger, repeat slowly and still respect reduced
motion. Existing art and typography are reused; no generated assets or dependencies.
Validation: 132 tests pass with the default seed plus 1, 7, 42, 99, 1234, 2026, 8888 and 20260907.
The return sampler measures mean quality .688 / .756 / .820 and open-corner shares 66.8% / 80.1% /
90.7% for the three final opponents. New Climb regression exercises real movement and returns,
including convergence at eight and unchanged cup/training behavior. Browser checked at 390×844
and 320×568; all splash buttons fit, Gore starts directly, no browser errors in that flow.
This is stronger measured opposition, not a measured human win rate: league 5 still needs
Oliver's level-26 phone verdict. Oliver requested merging to main and pushing for his iPhone
test; this release carries the cache-busting entry version v350.
# OPEN — leftovers, in rough priority order
Nothing here is broken; these are known gaps and unverified risks.