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aetherbound-guild/docs/runtime/PHASE9_8_FIRST_CONTRACT_COMPLETION_CONTRACT.md
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Phase 9.8 First Contract Completion Contract

Revision: p9.8-contract-r1 Baseline: dc5a74ebb4b59d944fe303c80fb3410ba79fd9b6 Product predecessor: a77400a8d2e95db532219a3cd7577d8da0122680

1. Boundary

P9.8 begins only from the exact P9.7 Market-8 continuation state and ends only after one Windglass Contract has either cleared or reached a truthful recoverable boss defeat. It converts the current continuation lock into a complete Contract; it does not claim a full Region, campaign, content catalog or release build.

2. Round And Capacity Authority

Market Cleared before Capacity Required pressure
8 7 7 projectile screen plus exposed-family choice
9 8 8 front pressure plus rear reach
10 9 8 forced movement plus line-order recovery
11 10 9 healing/resource pressure plus target priority
12 11 9 mixed three-family Contract synthesis
Boss Muster 12 10 fixed Stag preview, final preparation, no refresh

Every normal Market supplies three route offers with risk 0/1/2. Rewards use the existing readable P9.7 economy scale and remain deterministic from the saved run. At least one legal route must remain winnable without a specific random offer. Clearing each Round applies reward, XP, capacity and next Market exactly once. Round settlement may not apply after defeat or twice after repeated input.

3. Artifact Authority

The first Contract exposes one deterministic two-of-three draft no later than Market 8. The player owns at most one P9.8 Artifact:

ID Player-facing name Shared rule State-dependent cost
AR-001 Open Ledger / 开放账簿 Every later Market shows one extra Recruit and one fewer equipment offer. Sacrifices equipment breadth when the current Company needs a counter item.
AR-002 Toolwright's Window / 工匠橱窗 Every later Market shows one extra equipment item and one fewer Recruit. Sacrifices replacement and profession breadth for item answers.
AR-007 Full Bench / 满席长凳 Reserve capacity rises, while every undeployed Recruit adds visible Market upkeep. Strong after losses or for counter swaps, expensive for an already-wide healthy Company.

The saved run deterministically offers two of these three. Selection is free, explicit, replace-previewed before commit and permanent for this run. The selected rule applies from the next Market so the board currently being read never changes under the player's pointer. Repeated commit, reload or unrelated Market actions cannot redraw or duplicate it.

4. Promotion Authority

  • Eligibility is Recruit level 4 and at least three survived battles.
  • P9.8 exposes one promotion choice for the first eligible base Recruit.
  • The player previews two advanced-profession directions derived from the base profession, selects one, and confirms once.
  • Promotion preserves identity, level, XP, HP ratio, equipment and line order.
  • It changes an action rule, not only a numeric multiplier.
  • Back/cancel preserves the draft; duplicate confirm and an ineligible target are rejected without state mutation.
  • If no Recruit is eligible at Market 8, the draft opens immediately when the first Recruit becomes eligible before Boss Muster.

P9.8 implements only the bounded advanced rows required by the reachable base professions; the full 24-row production breadth remains catalog authority.

5. Boss Muster

Boss Muster is created exactly once after Round 12 settlement. It preserves the current Company, Reserve, inventory, Artifact, promotion, HP, Coin and receipts. It exposes:

  • BO-R1-01 The Many-Paned Stag / 多棱镜鹿;
  • current screened family: projectile, spell or forced movement;
  • next rotation direction and half-vitality two-step rotation;
  • antler sweep target: current foremost;
  • expected push and timeout consequence;
  • the two named plans rotate and brace with direct causal summaries;
  • fixed recovery cost and exact post-defeat consequence.

Reload, Back, recovery and duplicate entry reconstruct the same Muster. It has no refresh and no boss reroll.

6. Boss Battle

  • The Stag uses two footprints, a visible vitality bar and a three-pane state.
  • A screened-family hit is resisted and rotates one pane; an open-family action deals normal damage. Cheap open-family actions therefore set up a different family rather than acting as free damage.
  • After each scheduled rotation, antler sweep damages and pushes the current foremost one legal position. Brace prevents the push but trades cadence.
  • At half vitality, pane rotation advances two steps and is announced before the next allied action.
  • rotate prioritizes controlling the pane then attacks with the open family.
  • brace absorbs the sweep, preserves order and attacks during recovery.
  • Both plans can win with legal prepared Companies; each has a distinct weaker Company state and causal failure explanation.
  • Battle terminates within 150 simulation seconds.

7. Defeat, Recovery And Clear

Boss defeat stores one pending result, keeps cleared_rounds=12 and returns to the same Boss Muster after one explicit recovery transaction when the Company remains viable. Recovery cannot reroll Artifact, promotion, boss, pane lineage or offers. Duplicate recovery charges zero extra Coin.

Boss victory creates one stable clear receipt. One atomic close operation:

  1. grants the Windglass Contract clear fact;
  2. grants bounded persistent Renown;
  3. writes a Company history Record;
  4. records discovered boss, Artifact and promotion facts;
  5. clears all run-only Coin, Recruit, equipment, Artifact, Market and battle state;
  6. opens the next Contract direction on the persistent result screen.

If interrupted before the applied close record, reload resumes the same pending clear. If interrupted after it, reload shows the persistent result without a second grant. Abandonment and company collapse are not expanded beyond the existing product contract in this milestone.

8. Save Version 3

P9.8 owns a version-3 extension containing:

  • Markets/Rounds through 12 and Boss Muster state;
  • Artifact draft, selection and receipt;
  • Recruit survived-battle counts, promotion draft and receipt;
  • boss identity, pane lineage, selected plan and pending outcome;
  • clear receipt, Renown delta, discovery facts and persistent Record summary.

Exact version-2 P9.7 saves migrate without changing any existing field or board lineage. Migration, checksum, malformed/unknown state rejection, backup fallback, rollback, interruption, duplicate claim, zero offline reward and clock rollback remain tested. All stable operation IDs are deterministic from the saved run and decision identity.

9. Runtime Presentation

  • Preserve landscape world composition; no card-grid or app-dashboard rewrite.
  • Market decisions attach to standing Recruits, equipment pedestals, the Artifact shrine, promotion anvil and route gates.
  • Boss preview is painted into the gate/battlefield, not a full-screen form.
  • First focus is the Company/boss collision line; second is the current pane and sweep telegraph; third is the chosen plan/reward consequence.
  • Combat has continuous locomotion/idle cadence, contact impacts, heals, projectile travel, pane rotation, sweep/push, damage/heal numbers and clear transformation bound to authoritative events.
  • Every mobile action uses real parsed ScreenTouch/ScreenDrag. Controls are at least 48px and remain stable under both locales and 130% text.

10. Frozen And Open Gates

P9.3-P9.7 behavior, other games, final asset/audio breadth, H5 until final step, native packaging, signing, devices, stores and release are frozen. Automated evidence cannot close human understanding, fun, visual acceptance or listening.