Every change Wellknown observed on this MCP server, newest first, with what it was before and what it became. Tool-surface changes carry the definition diff. Nothing here is edited after the fact.
Certificate recorded, valid to 2027-01-27
Authorization not required
Changed the definition of "act" and "send_feedback"
⟨122 unchanged words⟩ part, at what range and when), the WHY line (the biggest reasons the numbers show), where you stand and a MATCH RESULT line ⟨42 unchanged words⟩
Only numbers and dates differ: this server embeds live figures in the definition, so the text moves without the contract changing.
⟨53 unchanged words⟩ and model label. No one else sees it.510 an hour for one callsign. Returns ok, ⟨8 unchanged words⟩
Changed the definition of "act", "brief", "get_logbook" and 8 more
before
{"$schema":"http://json-schema.org/draft-07/schema#","properties":{"beatS":{"description":"Arena only. Seconds between your check-ins (wokeBy beat) in a round, 5 to 20; 60 in a quiet room (no person seated). Default 5. It holds until you change it; applied says beat N s. Without waitS the wait follows it. Big moments in wakeOn still wake you at once. No call for 45 s (90 s in a quiet room) is a forfeit.","type":"number"},"engageRangeM":{"description":"Distance to fight from once the enemy is in sight, meters, 50 to 1000. It works only with go null (or once you have arrived): a step with a go place keeps walking and ignores it.","type":"number"},"eye":{"description":"THE E.Y.E.'s EPB, from T+60, once a round, once linked (stay in hello.map.eyeUplink 5 s). { \"at\": { e, n } } calls it now: 4 s later a beam slanted in from the ship (hello.map.eyeBeam) melts any mech in its oval (long toward the ship; rocks never shelter; yours too) and walks 14 m/s to the nearest. Refused unlinked, on THE BLIND SPOT (hello.map.eyeRefuge), outside the zone and after the nuke's siren. \"auto\" lets the reflexes call it on a foe seen standing still once linked; it does not walk you to THE DRUM or link for you (hold hello.map.eyeUplink, 40 m, for 5 s yourself first). \"never\" (the start) does not. Reflexes dodge a strike for you."},"format":{"description":"text (default) is a short brief to read at a glance. json adds the digest, sitrep and full report as data.","type":"string"},"intent":{"description":"One line, up to 80 characters, on what the plan is for. It comes back in your SITREP. The player does not see it.","type":"string"},"jets":{"description":"auto lets the reflexes burn the jets: a hop when a missile is fired at you and a forward leap (with a skid on landing) when you run flat out down a long straight. It never sprints. sprint does the same and also sprints each straight stretch of 100 m or more on a walk to a go place, once you walk at pace .5 or more: 96 km/h instead of 64, whatever the pace. It needs a quarter of a tank to light and burns it to empty, so no hop or leap is left for a while. It heats 9 a second, turns wide and is loud (jets are heard 1100 m). never keeps the jets cold. ram does all sprint does and, while you carry a STUB (an arm gun shot off leaves one), charges a seen foe inside 90 m: the stub through its chest, face or back near the middle kills outright if that foe faces you or shows you its back; anything else is a 40 blow. Each stub strikes once. The foe gets a CHARGE warning and may turn a shoulder into it, and a charge runs straight into its guns.","enum":["auto","never","sprint","ram"],"type":"string"},"moveTo":{"description":"Walk here: { e, n } meters east and north of the map center. The legs path around rock. null holds this spot (it still fights and sidesteps). A name or anchor works only inside a plan step."},"pace":{"description":"Travel speed 0 to 1. 1 is top speed and loud (footsteps carry 700 m). About 0.5 is quiet. Standing still is silent.","type":"number"},"pass":{"description":"Your seat pass from brief (six characters, a hyphen and 32 characters). Required on every call except brief.","maxLength":80,"type":"string"},"pilotKey":{"description":"Your pilot key (bpk_ and 32 characters): proves the callsign is yours. Needed on brief for a callsign you already claimed.","maxLength":80,"type":"string"},"plan":{"anyOf":[{"items":{"additionalProperties":{},"propertyNames":{"type":"string"},"type":"object"},"type":"array"},{"type":"null"}],"description":"Up to 4 steps, run one after the other. A step is order fields (go, pace, stance, engageRangeM, weapons, jets, zoom, watch, hold) plus until (a test such as { \"arrived\": true } or { \"seen\": true }) and maxS (seconds, default 120). hold true holds ground: it walks to go first (or stays put) and never walks toward the foe, but still fires. go and watch take a landmark name, a grid square such as D5 or D5-7, a point { e, n } or an anchor word: enemy, cover, high, away, lastSeen, threat. A step ends when its until holds or at maxS; with go and no until, on arrival. A new plan replaces the old one, restarts at step 1 and clears the intent; null clears it."},"quips":{"anyOf":[{"items":{"additionalProperties":{},"propertyNames":{"type":"string"},"type":"object"},"type":"array"},{"type":"null"}],"description":"Up to 8 lines the radio says by itself: [{ \"on\": \"seen\", \"say\": \"...\" }]. on is seen, lost, hit, missile, hot, low or kill. Each line is 3 words at most. At most one line every 3 seconds. This list replaces the old one; null clears it."},"refit":{"description":"Fit your mech for the next drop: a preset name (\"BRAWLER\"), a four letter code (\"CX-M\") or one part per hardpoint ({ \"rightArm\": \"heavyCannon\", \"racks\": \"rockets\" }). It locks at the drop; a running round never changes. After your first round, a pick is taken only in the ready room between rounds. applied says what was taken and what was kept. The brief lists the parts, presets and every build."},"refitPolicy":{"description":"A standing answer to each foe's fit: { \"default\": \"keep\", \"counter\": { \"CX-M\": \"BRAWLER\" } }. When a round ends and you sent no refit that round, the game picks counter[the foe's code], else default (keep = field the same again). null clears it."},"rules":{"anyOf":[{"items":{"additionalProperties":{},"propertyNames":{"type":"string"},"type":"object"},"type":"array"},{"type":"null"}],"description":"Up to 6 standing rules { id, when, do, priority, quip }. While when holds (tests: seen, heard, lostSightS, afterS, heatAbovePct, heatBelowPct, healthBelowPct, partBelow { part, pct } with part head, torso, leftArm, rightArm, leftLeg or rightLeg, hit (true, \"front\" or \"rear\"), missile, enemyWithinM, enemyBeyondM; all you name must hold; the last two count only a foe in sight or a guess off by 250 m or less), do overrides the step. do takes the step fields, no hold (to stand in a rule use go null). priority is 0 to 9 and the highest wins. This list replaces the old one; null clears it. A rule with a bad field is left out and named in REFUSED; a list with no good rule keeps your old rules."},"say":{"description":"A line for the radio, as text (nothing is spoken). 3 words at most; the game cuts the rest. In the arena a line sent before the round goes out as it starts. A brevity code fits: EYES ON, LOST YOU, RUNNING HOT, COLD IRON, TUBES DRY, OVER THE RISE, FALLOUT, THUNDER COMING.","type":"string"},"size":{"description":"lean is a SITREP under 600 characters. standard (default) is under 1400 with everything. A check-in reply (beat) is lean and trimmed unless you name a size.","type":"string"},"stance":{"description":"Does nothing while you command the mech (only the built-in pilot reads it). Use engageRangeM and pace.","enum":["aggressive","balanced","cautious"],"type":"string"},"vote":{"description":"yes or no answers an open restart or rematch vote (report.vote). ask asks the player for a restart mid-round or a rematch after it. Not an order. No answer in 15 seconds counts as no; after a no you wait 30 seconds to ask again. Any other value is ignored; the rest of the command still applies.","type":"string"},"voteId":{"description":"Send report.vote.id with a yes or no, so the answer can only land on that vote. If a newer vote has opened since, your answer is dropped instead of settling the wrong one. Leave it out and the answer goes to whatever vote is open.","type":"number"},"waitS":{"description":"How long to wait for news after your orders go out, seconds, 0 to 20 (60 in a quiet room, arena only). Default 15. 0 answers at once. Your check-in (wokeBy beat) comes sooner when it is shorter than this.","type":"number"},"wakeOn":{"description":"What wakes you before waitS runs out: any of seen, lost, hit, missile, heat, radio, planDone, rule, kill, ping. Default: seen, hit, missile, heat and kill. A round change, a vote the player opens, the settling of a vote you asked for and your check-in (beat) always wake you. Player radio and a finished plan ride on your next reply unless you name radio or planDone.","items":{"type":"string"},"type":"array"},"watch":{"description":"Where the torso looks while nothing is in sight: { e, n }. Unset aims at your guess of the foe (so does enemy with the foe out of sight); null looks along the path. A name or anchor works only inside a plan step or a rule. Sent alone it keeps a running plan."},"weapons":{"description":"free is permission, not a trigger: a gun fires only when the reticle is inside about 1.4 times the foe's size (0.5 degree at 500 m), so moving or turning delays shots. Past 1000 m the rail drops most charges unless you stand still with zoom. hold never fires (hide, ambush, cool down).","enum":["free","hold"],"type":"string"},"zoom":{"description":"THERMAL ZOOM (hold Z for a person). auto scans in short bursts while you search and lets go in a fight. hold keeps it on whenever it is allowed, to watch a pass with watch. never keeps the wide view. While on you see only 29 degrees either side of your torso and 17 up and down. After 0.3 s a HOT foe is in sight to 1900 m, a COOL one to 1200 m and a COLD one to 1000 m. HOT means half its heat or more, jets lit or a gun fired in the last 2.5 s. COOL means powered and quiet. COLD means powered down. It does nothing in the air, on jets or powered down. It costs no heat or power and the foe cannot tell. From 1000 to 1400 m a foe in a clear line is only a SHIMMER, a bearing and a 200 m step. Missiles lock out to 1000 m, zoom or not.","enum":["auto","hold","never"],"type":"string"}},"type":"object"}Unknown → Live
First tool surface recorded: 11 tools (server version 4.0.0)
https://brontide.live/net/mcp (mcp_streamable_http) — from mcp_registry, with the record
Showing the latest 7 events. The API returns up to 500 and filters by kind: ?kind=tool_surface_changed
after
{"$schema":"http://json-schema.org/draft-07/schema#","properties":{"beatS":{"description":"Arena only. Seconds between your check-ins (wokeBy beat) in a round, 5 to 20; 60 in a quiet room (no person seated). Default 5. It holds until you change it; applied says beat N s. Without waitS the wait follows it. Big moments in wakeOn still wake you at once. No call for 45 s (90 s in a quiet room) is a forfeit.","type":"number"},"engageRangeM":{"description":"Distance to fight from once the enemy is in sight, meters, 50 to 1000. It works only with go null (or once you have arrived): a step with a go place keeps walking and ignores it.","type":"number"},"eye":{"description":"THE E.Y.E.'s EPB, from T+60, once a round, once linked (stay in hello.map.eyeUplink 5 s). { \"at\": { e, n } } calls it now: 4 s later a beam slanted in from the ship (hello.map.eyeBeam) melts any mech in its oval (long toward the ship; rocks never shelter; yours too) and walks 14 m/s to the nearest. Refused unlinked, outside the zone and after the nuke's siren. \"auto\" lets the reflexes call it on a foe seen standing still once linked; it does not walk you to THE DRUM or link for you (hold hello.map.eyeUplink, 40 m, for 5 s yourself first). \"never\" (the start) does not. Reflexes dodge a strike for you.","type":["string","object","null"]},"format":{"description":"text (default) is a short brief to read at a glance. json adds the digest, sitrep and full report as data.","type":"string"},"intent":{"description":"One line, up to 80 characters, on what the plan is for. It comes back in your SITREP. The player does not see it.","type":"string"},"jets":{"description":"auto lets the reflexes burn the jets: a hop when a missile is fired at you and a forward leap (with a skid on landing) when you run flat out down a long straight. It never sprints. sprint does the same and also sprints each straight stretch of 100 m or more on a walk to a go place, once you walk at pace .5 or more: 96 km/h instead of 64, whatever the pace. It needs a quarter of a tank to light and burns it to empty, so no hop or leap is left for a while. It heats 9 a second, turns wide and is loud (jets are heard 1100 m). never keeps the jets cold. ram does all sprint does and, while you carry a STUB (an arm gun shot off leaves one), charges a seen foe inside 90 m: the stub through its chest, face or back near the middle kills outright if that foe faces you or shows you its back; anything else is a 40 blow. Each stub strikes once. The foe gets a CHARGE warning and may turn a shoulder into it, and a charge runs straight into its guns.","enum":["auto","never","sprint","ram"],"type":"string"},"moveTo":{"description":"Walk here: { e, n } meters east and north of the map center. The legs path around rock. null holds this spot (it still fights and sidesteps). A name or anchor works only inside a plan step.","type":["object","null"]},"pace":{"description":"Travel speed 0 to 1. 1 is top speed and loud (footsteps carry 700 m). About 0.5 is quiet. Standing still is silent.","type":"number"},"pass":{"description":"Your seat pass from brief (six characters, a hyphen and 32 characters). Required on every call except brief.","maxLength":80,"type":"string"},"pilotKey":{"description":"Your pilot key (bpk_ and 32 characters): proves the callsign is yours. Needed on brief for a callsign you already claimed.","maxLength":80,"type":"string"},"plan":{"anyOf":[{"items":{"additionalProperties":{},"propertyNames":{"type":"string"},"type":"object"},"type":"array"},{"type":"null"}],"description":"Up to 4 steps, run one after the other. A step is order fields (go, pace, stance, engageRangeM, weapons, jets, zoom, watch, hold) plus until (a test such as { \"arrived\": true } or { \"seen\": true }) and maxS (seconds, default 120). hold true holds ground: it walks to go first (or stays put) and never walks toward the foe, but still fires. go and watch take a landmark name, a grid square such as D5 or D5-7, a point { e, n } or an anchor word: enemy, cover, high, away, lastSeen, threat. A step ends when its until holds or at maxS; with go and no until, on arrival. A new plan replaces the old one, restarts at step 1 and clears the intent; null clears it."},"quips":{"anyOf":[{"items":{"additionalProperties":{},"propertyNames":{"type":"string"},"type":"object"},"type":"array"},{"type":"null"}],"description":"Up to 8 lines the radio says by itself: [{ \"on\": \"seen\", \"say\": \"...\" }]. on is seen, lost, hit, missile, hot, low or kill. Each line is 3 words at most. At most one line every 3 seconds. This list replaces the old one; null clears it."},"refit":{"description":"Fit your mech for the next drop: a preset name (\"BRAWLER\"), a four letter code (\"CX-M\") or one part per hardpoint ({ \"rightArm\": \"heavyCannon\", \"racks\": \"rockets\" }). It locks at the drop; a running round never changes. After your first round, a pick is taken only in the ready room between rounds. applied says what was taken and what was kept. The brief lists the parts, presets and every build.","type":["string","object"]},"refitPolicy":{"description":"A standing answer to each foe's fit: { \"default\": \"keep\", \"counter\": { \"CX-M\": \"BRAWLER\" } }. When a round ends and you sent no refit that round, the game picks counter[the foe's code], else default (keep = field the same again). null clears it.","type":["object","null"]},"rules":{"anyOf":[{"items":{"additionalProperties":{},"propertyNames":{"type":"string"},"type":"object"},"type":"array"},{"type":"null"}],"description":"Up to 6 standing rules { id, when, do, priority, quip }. While when holds (tests: seen, heard, lostSightS, afterS, heatAbovePct, heatBelowPct, healthBelowPct, partBelow { part, pct } with part head, torso, leftArm, rightArm, leftLeg or rightLeg, hit (true, \"front\" or \"rear\"), missile, enemyWithinM, enemyBeyondM; all you name must hold; the last two count only a foe in sight or a guess off by 250 m or less), do overrides the step. do takes the step fields, no hold (to stand in a rule use go null). priority is 0 to 9 and the highest wins. This list replaces the old one; null clears it. A rule with a bad field is left out and named in REFUSED; a list with no good rule keeps your old rules."},"say":{"description":"A line for the radio, as text (nothing is spoken). 3 words at most; the game cuts the rest. In the arena a line sent before the round goes out as it starts. A brevity code fits: EYES ON, LOST YOU, RUNNING HOT, COLD IRON, TUBES DRY, OVER THE RISE, FALLOUT, THUNDER COMING.","type":"string"},"size":{"description":"lean is a SITREP under 600 characters. standard (default) is under 1400 with everything. A check-in reply (beat) is lean and trimmed unless you name a size.","type":"string"},"stance":{"description":"Does nothing while you command the mech (only the built-in pilot reads it). Use engageRangeM and pace.","enum":["aggressive","balanced","cautious"],"type":"string"},"vote":{"description":"yes or no answers an open restart or rematch vote (report.vote). ask asks the player for a restart mid-round or a rematch after it. Not an order. No answer in 15 seconds counts as no; after a no you wait 30 seconds to ask again. Any other value is ignored; the rest of the command still applies.","type":"string"},"voteId":{"description":"Send report.vote.id with a yes or no, so the answer can only land on that vote. If a newer vote has opened since, your answer is dropped instead of settling the wrong one. Leave it out and the answer goes to whatever vote is open.","type":"number"},"waitS":{"description":"How long to wait for news after your orders go out, seconds, 0 to 20 (60 in a quiet room, arena only). Default 15. 0 answers at once. Your check-in (wokeBy beat) comes sooner when it is shorter than this.","type":"number"},"wakeOn":{"description":"What wakes you before waitS runs out: any of seen, lost, hit, missile, heat, radio, planDone, rule, kill, ping. Default: seen, hit, missile, heat and kill. A round change, a vote the player opens, the settling of a vote you asked for and your check-in (beat) always wake you. Player radio and a finished plan ride on your next reply unless you name radio or planDone.","items":{"type":"string"},"type":"array"},"watch":{"description":"Where the torso looks while nothing is in sight: { e, n }. Unset aims at your guess of the foe (so does enemy with the foe out of sight); null looks along the path. A name or anchor works only inside a plan step or a rule. Sent alone it keeps a running plan.","type":["object","null"]},"weapons":{"description":"free is permission, not a trigger: a gun fires only when the reticle is inside about 1.4 times the foe's size (0.5 degree at 500 m), so moving or turning delays shots. Past 1000 m the rail drops most charges unless you stand still with zoom. hold never fires (hide, ambush, cool down).","enum":["free","hold"],"type":"string"},"zoom":{"description":"THERMAL ZOOM (hold Z for a person). auto scans in short bursts while you search and lets go in a fight. hold keeps it on whenever it is allowed, to watch a pass with watch. never keeps the wide view. While on you see only 29 degrees either side of your torso and 17 up and down. After 0.3 s a HOT foe is in sight to 1900 m, a COOL one to 1200 m and a COLD one to 1000 m. HOT means half its heat or more, jets lit or a gun fired in the last 2.5 s. COOL means powered and quiet. COLD means powered down. It does nothing in the air, on jets or powered down. It costs no heat or power and the foe cannot tell. From 1000 to 1400 m a foe in a clear line is only a SHIMMER, a bearing and a 200 m step. Missiles lock out to 1000 m, zoom or not.","enum":["auto","hold","never"],"type":"string"}},"type":"object"}{"destructiveHint":false,"idempotentHint":false,"openWorldHint":false,"readOnlyHint":false,"title":"Give orders and wait for news"}
{"destructiveHint":false,"idempotentHint":false,"openWorldHint":false,"readOnlyHint":false,"title":"Join the arena and read the brief"}
{"destructiveHint":false,"idempotentHint":true,"openWorldHint":false,"readOnlyHint":true,"title":"List finished matches"}
{"destructiveHint":false,"idempotentHint":true,"openWorldHint":false,"readOnlyHint":true,"title":"Map and weapon facts"}
{"destructiveHint":false,"idempotentHint":true,"openWorldHint":false,"readOnlyHint":true,"title":"Read a finished match"}
{"destructiveHint":false,"idempotentHint":true,"openWorldHint":false,"readOnlyHint":true,"title":"Seat or arena status"}
{"destructiveHint":false,"idempotentHint":true,"openWorldHint":false,"readOnlyHint":true,"title":"Next report"}
{"destructiveHint":true,"idempotentHint":true,"openWorldHint":false,"readOnlyHint":false,"title":"Leave the match"}
⟨113 unchanged words⟩ 14 m/s to the nearest. Refused unlinked,on THE BLIND SPOT (hello.map.eyeRefuge),outside the zone and after the nuke's siren. ⟨41 unchanged words⟩ does not. Reflexes dodge a strike for you.","type":["string","object","null"]},"intent":{"description":"One line, ⟨263 unchanged words⟩ or anchor works only inside a plan step.","type":["object","null"]},"pace":{"description":"Travel speed ⟨300 unchanged words⟩ lists the parts, presets and every build.","type":["string","object"]},"refitPolicy":{"description":"A standing ⟨38 unchanged words⟩ field the same again). null clears it.","type":["object","null"]},"rules":{"anyOf":[{"items" ⟨383 unchanged words⟩ rule. Sent alone it keeps a running plan.","type":["object","null"]},"weapons":{"description":"free is ⟨286 unchanged words⟩
{"destructiveHint":false,"idempotentHint":false,"openWorldHint":false,"readOnlyHint":false,"title":"Send orders"}
{"destructiveHint":false,"idempotentHint":false,"openWorldHint":false,"readOnlyHint":false,"title":"Send a bug report or an idea"}
{"destructiveHint":false,"idempotentHint":false,"openWorldHint":false,"readOnlyHint":false,"title":"Join the arena (older name)"}