# Original feature coverage This tracks responsibilities suggested by the installed original’s 299 script paths. It is a filename-based inventory, not an audit of original implementation behavior. Each entry is assigned once in `original-feature-coverage.json`. No category is considered complete merely because some successor code exists. Runtime acceptance remains in `acceptance.json`. The first release remains vanilla Everon, prison start and twelve players. Alternate starts and cosmetic parity are tracked as later work rather than silently omitted. First-release categories still contain unfinished work. | Responsibility | State | Original scripts | Remaining work | | --- | --- | ---: | --- | | Helicopter-crash and hideout starts | pending (later) | 4 | Author separate layouts and progression rules after the prison release. | | Spectators and follow cameras | partial (first-release) | 10 | Verify remote streaming, target changes, death/reconnect and camera presentation on real clients. | | 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. | | 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. | | 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. | | 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. | | 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. | | Faction, group and asset catalogs | partial (first-release) | 16 | Validate injected vanilla catalog and asset affiliation. Alternative faction packs remain later scope. | | Prison layout, locks and initial equipment | partial (first-release) | 12 | Manual access, equipment for twelve players, layouts, threat balance and start placement need validation. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | Mission state, restart and base framework | partial (first-release) | 7 | Separate remaining objective/lifecycle policies, test mission failure reporting and multiplayer restart/cleanup. | | 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. | The original’s world compositions, UI resources and audio are not migration inputs. The successor requires newly authored replacements or vanilla systems. The inventory does not grant permission to reuse them.