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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@@ -22,9 +22,11 @@ failures still consume their allowance to prevent duplicate forces. Native medic
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tourniquets and morphine. Admission waits for every original occupant to be
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seated. The crew's native combat mode is explicitly fire at will.
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Each physical soldier receives a finite startup allowance: two epinephrine and
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at least two morphine for SF/hunter troops; six of each for medics. Twenty-five
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percent of ordinary hostile soldiers receive one of each. Existing stock counts
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Each physical soldier receives a finite startup allowance. SF/hunter troops get
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two combat epinephrine, one standard epinephrine and at least two morphine.
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Medics get six combat epinephrine, two standard epinephrine and six morphine.
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Twenty-five percent of ordinary hostile soldiers receive one standard epinephrine
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and one morphine. Existing stock counts
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toward the allowance. Medic additions target the existing backpack when present, with overflow into free
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personal pouches only after the bag refuses insertion. Medics do not receive the
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optional mine/anti-air grants that could consume their treatment storage.
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@@ -41,7 +43,7 @@ destroyed, disarmed and old remembered targets cannot hold the patrol forever.
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The existing permanent objective-defender exclusions remain unchanged.
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Full crews increase the number of physical AI per hunter vehicle. The existing
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three initial UAZs and maximum fifteen vehicle allowance remain unchanged.
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opening fleet is two UAZs and one troop truck, within the maximum fifteen vehicle allowance.
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Historical validation on 25 September 2026 (the lethal-player medical policy
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has since been superseded; see [recovery.md](recovery.md)): the `medical-combat` Workbench run completed
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@@ -91,3 +93,24 @@ errors. Earlier failed/stalled runs are preserved beside the successful run.
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The final complete repository check suite and the targeted vehicle-radio/aim
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policy regressions also passed after the radio changes. No server restart,
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Workshop publication or Git push was performed.
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## Two injector types and opening distance (6 October 2026)
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Standard epinephrine remains the existing resilience-over-time item. The separate
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**Combat epinephrine (strong)** injector stops bleeding, restores resilience and
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consciousness, raises dangerously low blood, and partially heals physical injuries
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(50 percentage points for legs, 15 for other physical zones, capped at full health).
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Neither injector resurrects a dead body. Existing healing effects are retained.
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The stronger item is an independent prefab/effect; the original ScrtSharedContent
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addon is not required. The old extension repository under `/home/jakub/devel/escapists`
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depended on original Workshop content; its dependency's injector had a much stronger
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instant healing effect than this successor's standard injector.
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Opening patrol distance is configured through `hunterSpawnDistanceMetres`, default
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1,000 metres. Both opening UAZs and the opening troop truck must be within the
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configured radius +/-250 m of the opening player centre. The old objective-road
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fallback could place them several kilometres away; it now obeys the same band.
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On sparse/coastal road networks the planner may relax the opposing bearings, but
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not the radius. Blocked openings retry local discovery. Later reinforcements can
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still originate at mission objectives. `HUNTER OPENING DISTANCE` records the
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configured and actual distance for each opening vehicle.
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