Two connected creatures need to agree on more than their positions. The recorded shared encounter tested original combat and contested feeding, including who could act and which outcome each player received.
Later runs introduced actual packet delay and loss. Reconnecting preserved the recorded result, late actions were refused where required, and a fresh-session reset was checked through original movement and jumping.
These trials give the project a tested encounter foundation. Broader ability, scene, and campaign coverage is still ahead.
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