Separate radio defence and harden player and objective lifecycles
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@@ -8,19 +8,19 @@ The first release remains vanilla Everon, prison start and twelve players. Alter
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| Helicopter-crash and hideout starts | pending (later) | 4 | Author separate layouts and progression rules after the prison release. |
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| Spectators and follow cameras | partial (first-release) | 10 | Verify remote streaming, target changes, death/reconnect and camera presentation on real clients. |
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| Time, weather, lights and night options | partial (first-release) | 10 | Server-owned start clock and 1–24x progression are implemented. Local native clock checks pass; remote agreement, date/weather choices, lighting and long-running day/night transitions remain. |
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| Time, weather, lights and night options | partial (first-release) | 10 | Local native start clock, saved 1–24x progression and migration checks pass. Remote clock agreement, date/weather choices, lighting and long-running day/night transitions still require validation. |
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| Voice, music, feedback and effects | pending (later) | 14 | Review which feedback is required for clear play; author replacements without importing original audio or UI assets. |
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| Health, unconsciousness and casualty handling | partial (first-release) | 11 | Vanilla health/casualty systems are the basis. Verify unconsciousness, revival, transport, bleedout and their mission consequences. |
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| Enemy coordination, support and threat assessment | partial (first-release) | 48 | HQ alone coordinates physical forces. Complete support scheduling, mortar firing, aircraft, transport/rearming and losses without spawning responses. |
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| Ambient patrols, vehicles and civilians | pending (first-release) | 16 | Author bounded initial population and routes, integrate reports with HQ, and measure runtime cost; no alert-driven population duplication. |
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| Faction, group and asset catalogs | partial (first-release) | 16 | Validate injected vanilla catalog and asset affiliation. Alternative faction packs remain later scope. |
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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 | Physical twelve-seat occupancy and isolated identity/partial-result cases are implemented. Local native result-widget checks pass; manual piloting/boarding, real remote reconnect and empty-server flight, casualty loading and network loss/restart acceptance remain. |
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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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| Extraction vehicle and round results | partial (first-release) | 5 | Physical twelve-character occupancy, isolated identity/partial results and local native result-widget checks pass. Manual piloting/boarding, real remote reconnect and empty-server flight, casualty loading and network loss/restart acceptance remain. |
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| Radio objectives, tasks and discovery | partial (first-release) | 21 | Independent radio defence and native task-detail refresh are implemented. Validate visible task/map usability, simultaneous real clients, discovery replication and complete manual objective route. |
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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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| Usable vehicles, locks, alarms and navigation | partial (first-release) | 17 | Finite optional vanilla ground transport passes native parking, seats, engine, fuel depletion and loss checks. Manual driving/access, route navigation, repair, alarms and remote vehicle ownership remain validation/integration work. |
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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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| Player identity, spawning and reconnect | partial (first-release) | 14 | Native local slot reservations, final-assignment guards and owned pending cleanup pass. Real dedicated-server concurrent joins, preload races, reconnects, connection-ID reuse, spent lives, late arrivals and spectator streaming remain. |
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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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| General helpers, editor labels and shared types | partial (review) | 23 | Use vanilla utilities or small independent helpers as each consumer is replaced. A filename match does not establish equivalent behavior. |
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