Retry a failed turn with your prompt and pills intact
When a turn fails, the retry buttons now resend exactly what you wrote, and the error card tells you which model produced the failure.
A failed turn used to cost you more than the answer. Your live-session reference came back as quoted plain text, a prompt built from a pasted-text chip left the retry buttons doing nothing, and the card never told you which model to switch away from.
Pills that survive a retry
Hit "Try again" or "Try with a different model" and your prompt returns to the composer the way you wrote it. A live-session reference stays a pill instead of degrading into quoted text.
Pasted-text chips in retries
A prompt whose content was a collapsed pasted-text chip came back empty, which hid the retry buttons or made them do nothing when you clicked. The chip's full text now carries through, so the retry controls work on those turns.
The model named on the error card
The error card now shows the model that served the turn, under the message body. On Auto Select, where Chief picks the vendor for you, you can see what to switch away from before you retry.
Failed steps stay in the thread
A step that failed at the very start of a turn used to disappear from the chat along with its error. You now see the failed step and its error in the thread where it ran.
Turns that end instead of hanging
A turn that died before Chief could name its chat left you watching a stream that never said anything. You now get a notice beside the composer, with your prompt still there to retry from, and turns that fail always come to a stop.
Next time something goes wrong mid-turn, retry from the card and pick up where you left off.