Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
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@@ -5,6 +5,12 @@ is capped just above hit-zone destruction and causes unconsciousness. Continued
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bleeding still drains blood down to the protected minimum; protection never adds
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health or blood. AI retain native lethal damage and recovery rules.
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Bleeding uses native wound thresholds and damage after armour. The survival cap
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applies to health loss, not to the severity used to decide whether a wound bleeds.
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This matters especially for severe hits and already injured body parts: the
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engine evaluates bleeding after deducting health. Minor hits below the native
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critical threshold can still injure without bleeding.
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Passive blood, wound and resilience recovery use one quarter of their native
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rates. Bleeding prevents passive blood and consciousness recovery. Bandaging
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stops the bleeding and lets blood improve gradually. With sufficient blood,
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@@ -27,12 +33,37 @@ admission handling remains active.
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The `recovery` fixture exercises the real team-failure timer and treatment on an
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admitted prisoner. `medical-combat` checks an actual hunter medic's inventory,
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bleeding, consumed bandages, slow blood recovery without saline, natural waking,
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finite saline/epinephrine and protected fatal blood loss. Fixtures inject initial
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injuries and enter at native item-effect completion; they do not certify manual
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finite saline/epinephrine and protected fatal blood loss. The medical fixture
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delivers minor and severe bullet damage through the native damage manager,
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then seeds low blood for bounded recovery timing. Treatments enter at native
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item-effect completion; these tests do not certify manual
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interactions or remote multiplayer play. ACE medical overrides require separate
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compatibility testing. The 25 September lethal-death result is historical and
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has been superseded by the restored revivable-player policy.
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## Bleeding correction, 29 September 2026
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The [before-fix engine run](evidence/native-2026-09-29-bleeding-before/report.json)
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reproduced a bullet wound without bleeding. The player survival cap was also
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limiting the native evaluator's second damage calculation against the already
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injured hit zone. Bleeding now evaluates damage after armour without that cap;
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actual injury and blood loss retain their player-only protection.
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The [corrected engine run](evidence/native-2026-09-29-bleeding-fixed/report.json)
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passed 35 assertions: minor hits, wound-triggered bleeding, bandaging, slow blood
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recovery, waking, finite saline/epinephrine, reopening a bandaged wound with an
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otherwise fatal bullet, and protected fatal blood loss. Test actors are separated
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from fighting, the healer is invulnerable, and the casualty remains damageable.
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The recovery injury is calibrated to the prefab's native damage multipliers.
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Earlier [extreme-injury](evidence/native-2026-09-29-bleeding-diagnostic/report.json)
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and [near-combat](evidence/native-2026-09-29-bleeding-combat-diagnostic/report.json)
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diagnostics are retained, including their failed recovery/actor-survival checks.
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Repository checks passed. The final engine run had no script/runtime failures,
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unchanged addon sources and confirmed cleanup. The strict runner still reports
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13 inherited asset/localization errors. This is local scripted validation; no
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Workshop publication or live-server update was performed.
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## Local validation, 26 September 2026
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Repository checks passed. The updated `medical-combat` engine fixture completed
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