Presentation, Threading & Limitations

Capability 0.5.9 status
Native ability registration/activation Runtime proven
Inventory tooltip, localization, presentation, icon Runtime proven
Equipped weapon enumeration Runtime proven
Combat enumeration and visible/selectable action Runtime proven
Native execution with correlated HP damage Runtime proven
Existing status references Supported and runtime proven
New custom status definitions Planned, unavailable
New passive/trait definitions Planned, unavailable
New animation/VFX/SFX asset pipelines Not public
Broad ability save persistence Capability flag false
Multiplayer Unverified

Worker-thread compatibility

FTK2 performs some combat asset and presentation work on worker threads. In 0.5.9, internal presentation/icon diagnostic observers skip unsafe main-thread-only state from those callbacks and report sparse deferred traces instead. The accepted run emitted COMBAT_TRACE_09, continued loading combat, and produced no MAIN_THREAD_REQUIRED failure.

This internal safeguard does not make public runtime services worker-thread-safe. Continue to call them from Unity's main thread.

Duplicate-item coverage note

The accepted Procedure 52 run equipped the same Ember Axe instance selected by the tooltip. Automated regression covers rebinding when a different visually identical eligible instance is equipped. This is a test-coverage distinction, not a known production defect.