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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2026-10-13 22:52:53 +02:00
parent a951a96edc
commit 6a667d8deb
8104 changed files with 2124945 additions and 2061 deletions
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@@ -22,9 +22,11 @@ failures still consume their allowance to prevent duplicate forces. Native medic
tourniquets and morphine. Admission waits for every original occupant to be
seated. The crew's native combat mode is explicitly fire at will.
Each physical soldier receives a finite startup allowance: two epinephrine and
at least two morphine for SF/hunter troops; six of each for medics. Twenty-five
percent of ordinary hostile soldiers receive one of each. Existing stock counts
Each physical soldier receives a finite startup allowance. SF/hunter troops get
two combat epinephrine, one standard epinephrine and at least two morphine.
Medics get six combat epinephrine, two standard epinephrine and six morphine.
Twenty-five percent of ordinary hostile soldiers receive one standard epinephrine
and one morphine. Existing stock counts
toward the allowance. Medic additions target the existing backpack when present, with overflow into free
personal pouches only after the bag refuses insertion. Medics do not receive the
optional mine/anti-air grants that could consume their treatment storage.
@@ -41,7 +43,7 @@ destroyed, disarmed and old remembered targets cannot hold the patrol forever.
The existing permanent objective-defender exclusions remain unchanged.
Full crews increase the number of physical AI per hunter vehicle. The existing
three initial UAZs and maximum fifteen vehicle allowance remain unchanged.
opening fleet is two UAZs and one troop truck, within the maximum fifteen vehicle allowance.
Historical validation on 25 September 2026 (the lethal-player medical policy
has since been superseded; see [recovery.md](recovery.md)): the `medical-combat` Workbench run completed
@@ -91,3 +93,24 @@ errors. Earlier failed/stalled runs are preserved beside the successful run.
The final complete repository check suite and the targeted vehicle-radio/aim
policy regressions also passed after the radio changes. No server restart,
Workshop publication or Git push was performed.
## Two injector types and opening distance (6 October 2026)
Standard epinephrine remains the existing resilience-over-time item. The separate
**Combat epinephrine (strong)** injector stops bleeding, restores resilience and
consciousness, raises dangerously low blood, and partially heals physical injuries
(50 percentage points for legs, 15 for other physical zones, capped at full health).
Neither injector resurrects a dead body. Existing healing effects are retained.
The stronger item is an independent prefab/effect; the original ScrtSharedContent
addon is not required. The old extension repository under `/home/jakub/devel/escapists`
depended on original Workshop content; its dependency's injector had a much stronger
instant healing effect than this successor's standard injector.
Opening patrol distance is configured through `hunterSpawnDistanceMetres`, default
1,000 metres. Both opening UAZs and the opening troop truck must be within the
configured radius +/-250 m of the opening player centre. The old objective-road
fallback could place them several kilometres away; it now obeys the same band.
On sparse/coastal road networks the planner may relax the opposing bearings, but
not the radius. Blocked openings retry local discovery. Later reinforcements can
still originate at mission objectives. `HUNTER OPENING DISTANCE` records the
configured and actual distance for each opening vehicle.