4.5 KiB
Successor prisoner starting kit
Core uses {3FF693715C9F8928}Prefabs/ERR/Prisoner.et as its player character. This is a new successor resource with its own metadata and catalog reference. It derives directly from vanilla {836E7E39AAC5888B}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Base.et, whose parent is {37578B1666981FCE}Prefabs/Characters/Core/Character_Base.et.
The previous Character_US_Unarmed.et derived from Character_US_BaseLoadout.et, which authored radio, map, compass, binoculars, watch, E-tool, flares, flashlight and medical inventory. The successor avoids that equipped parent and explicitly authors:
| Starting item | Count per prisoner |
|---|---|
| Patrol cap | 1 |
| Rolled-up BDU jacket | 1 |
| BDU trousers | 1 |
| US combat boots | 1 |
| Watch | 1 |
| US field dressing | 2 |
| Tourniquet | 1 |
| Morphine | 1 |
The jacket itself includes a non-equipment dummy belt. There is no starting weapon, ammunition, map, compass, radio, binoculars, E-tool, flare, flashlight, backpack or vest. Prison and route stock are unchanged: the prison still contains five pistols, eight magazines and one shared map. Equipment scarcity now comes from that authored stock and scavenging. This change does not assert that five starting weapons are sufficient for every play style.
The prefab preserves inherited vanilla damage, consciousness, inventory, saline/tourniquet treatment slots, character actions and vehicle access. It does not change game-mode health settings or the all-incapacitated outcome policy. Inspected vanilla core treatment slots are inactive until used; they are not a source of extra carried medicine. Runtime inventory assertions must confirm this on the installed version.
All explicitly referenced vanilla resources were verified against the installed addons/data/resourceDatabase.rdb. The audit used the installed US character inheritance and clothing prefabs; no original Escapists implementation was copied. The equipped BaseLoadout parent has been removed from the successor character's inheritance, while normal vanilla character systems remain.
Validation
python3 tools/check.py passes resource isolation and reference checks with 23 successor resources. Native compilation and the new ERR_NativePrisonerProbe are pending until the central runner archives a result.
The opt-in probe uses one actual local player's prisoner and eleven disposable physical characters at reserved clear prison positions. After native initialization it checks each inventory against the explicit kit, rejects any unexpected carried resource, and checks that health, treatment and vehicle-access components remain. It then moves the actual player near an authored supply cache, transfers one existing radio document into the reduced clothing inventory, verifies physical ownership changed without duplication, and returns the same document. The eleven temporary actors are deleted and the actual player's body and spent life are preserved.
This validates native storage compatibility; it does not simulate twelve network clients or prove manual inventory UI interaction. Picking up the borrowed document can trigger ordinary discovery knowledge in the disposable fixture, so the runner must finish with an explicit test reset instead of continuing a normal escape round. No replacement document is spawned.
Native inventory initialization, resource inheritance, actual medicine effects, manual clue pickup, 12-player balance and multiplayer remain separate acceptance gates. Run ordinary Core and companion escape/restart regressions after the native kit fixture, because changing the player prefab affects every player spawn and test character.
Native validation also observes the vanilla identification record (PersonalBelongings_US.et) on the possessed player. The installed identity manager generates this on possession, death or unconsciousness; it is deliberately retained and verified once. The eleven unpossessed, healthy fixture actors have no such generated item. This does not add a map, radio, weapon or mission clue.
Native run native-2026-09-19-063949 passed all 155 combined assertions with zero engine errors. All twelve physical characters fit inside the prison and passed kit and clue-transfer checks. Native GetItems can return the same item reference more than once; the probe counts unique live entities, retains distinct items of the same prefab, and verified exactly one generated identity item on the controlled player. This does not establish twelve-client networking or player balance.