Harden participant and map ownership and validate bounded physical flight
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@@ -11,7 +11,7 @@ The first release remains vanilla Everon, prison start and twelve players. Alter
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| Time, weather, lights and night options | partial (first-release) | 10 | Local native clock, saved date/weather choices and two real restart rounds pass. Remote agreement, 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 | Local native blood-loss treatment, consumed supplies, consciousness recovery, ground casualty loading and vanilla door removal pass bounded fixtures. Verify ordinary input/animation, remote ownership, bleedout, interrupted treatment and flight with casualties. |
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| Enemy coordination, support and threat assessment | partial (first-release) | 48 | HQ alone coordinates physical forces. Finite mortar firing, expiry and physical courier delivery have bounded native evidence; new report refresh compiles but remains unqualified. Actor-local flight controls and powered takeoff are demonstrated, but pitch oscillation still prevents hover/landing qualification. Complete full salvo/impact, operational HQ aircraft support, transport/rearming and losses without spawning responses. |
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| Enemy coordination, support and threat assessment | partial (first-release) | 48 | HQ alone coordinates physical forces. Finite mortar firing, expiry and physical courier delivery have bounded native evidence; new report refresh compiles but remains unqualified. Signed actor-local controls and native autohover now prove an isolated vertical takeoff, hover, contact landing and engine-off sequence. Complete impact qualification, route navigation, operational HQ aircraft support, broader transport/rearming and losses without spawning responses; verify multiplayer. |
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| Ambient patrols, vehicles and civilians | partial (first-release) | 16 | Two bounded physical patrol routes and HQ Search preemption/resumption pass local native checks. Qualify perception/report transit, wider population needs, losses and measured runtime cost without alert-driven population duplication. |
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| Faction, group and asset catalogs | partial (first-release) | 16 | Narrow successor vanilla catalogs compile and initialize without earlier vehicle-schema errors; preserve required faction, medical, item and radio behavior. Verify remote affiliation and full mission use. 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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