Expand independent escape routes and finite site discovery
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@@ -17,9 +17,9 @@ The first release remains vanilla Everon, prison start and twelve players. Alter
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| Prison layout, locks and initial equipment | partial (first-release) | 12 | Manual access, equipment for twelve players, layouts, threat balance and start placement need validation. |
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| Extraction vehicle and round results | partial (first-release) | 5 | Validate manual piloting, seating for twelve, partial escape, unconscious occupants, losses and results on remote clients. |
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| Radio objectives, tasks and discovery | partial (first-release) | 21 | Validate visible task/map presentation, simultaneous actions, discovery replication and complete manual objective route. |
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| Physical equipment, storage and scavenging | partial (first-release) | 23 | More supply locations, balancing, manual inventory access, destruction and network ownership; finite stock replaces refill systems. |
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| Physical equipment, storage and scavenging | partial (first-release) | 23 | Two independent clue caches and optional medical/outpost stock are authored. Manual access, route balance, medical treatment, destruction and network ownership remain unverified; finite stock replaces refill systems. |
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| Usable vehicles, locks, alarms and navigation | pending (first-release) | 17 | Author finite vehicles and usable routes; integrate vanilla entry/storage/repair with independent access and alarm behavior where required. |
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| Locations, compositions and population ownership | partial (first-release) | 32 | Expand towns/outposts/checkpoints and turret population, retain losses, establish proximity/discovery events and bounded cleanup. |
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| Locations, compositions and population ownership | partial (first-release) | 32 | Seven sites and bounded proximity/discovery events are implemented. Expand towns/checkpoints and turret population, validate authored static cover, loss retention, manual access and multiplayer cleanup. |
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| Player identity, spawning and reconnect | partial (first-release) | 14 | Real dedicated-server joining, reconnects, connection-ID reuse, spent lives, late extraction arrivals and spectator transitions. |
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| Mission setup, configuration and administration | partial (first-release) | 16 | Core commands and startup status need native and remote validation; complete player-facing pre-round setup and environment/difficulty choices. |
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| Mission state, restart and base framework | partial (first-release) | 7 | Separate remaining objective/lifecycle policies, test mission failure reporting and multiplayer restart/cleanup. |
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