Escapists Rereintroduced

An independently authored replacement for the abandoned Escapists base mission, targeting Everon and up to twelve players. This is a separate repository and not a completed or release-ready replacement. The base rewrite is the primary deliverable; companion migration supports it.

The current base supplies prison spawning, two independent scavenging/clue routes, finite medical and outpost stock, an optional ground vehicle, physical radio documents, named discovery markers, native objectives, a separate radio-defence service, capacity-checked helicopter extraction, identity-based partial results, early helicopter-loss defeat, saved mission time/speed, defeat/restart, identity-based lives and local spectator following. Authored site definitions and an injected vanilla faction/asset catalog own the initial physical population. Core provides administration and startup diagnostics; the optional AI, Intel, Chat and Map addons extend its interfaces. HQ coordinates enemy responses through physical radios and available forces.

The local development playtest handoff contains the earlier 5e74269 checkpoint: five native addon packages, matching source and separate manual launch scripts. It does not contain the newer HQ memory or RHS/WCS/BMP integration. Two scripted Core escape/restart rounds pass616 assertions; packaged Core and full-companion startup both pass. Full human completion and multiplayer remain to be tested.

The AI migration checkpoint adds delivered-report memory, bounded trajectory prediction, physical infantry pursuit, status checks, body observations and finite equipment. Native memory and actual-sighting response fixtures pass their assertions, with four retained upstream localization errors. See current development status for source-bound checkpoints. The ordinary game loads all five addons and shows the real prisoner view and starting objective. Native tests cover scripted escape/restart, finite mortar support, physical radio delivery, shared-map ownership, and the reusable aircraft controller's vertical flight, airborne cancellation and an isolated 20 m fixed route. Archived five-addon packages pass ordinary Chat startup without loose successor source and compile/prepare the empty mission on an isolated Linux server. The latter retains four installed-asset errors reproduced by a vanilla control.

Native game-over now stops successor services and queued preparation before vanilla restart; unknown personal results use neutral wording. Two-round preparation/active-end regressions pass at their archived source checkpoint. Current Core/companion escape/restart and ordinary startup also pass after the guidance and route changes; the ordinary read-only sampler is separate from player-input acceptance.

Later ordinary input checks demonstrate walking, clean inventory interaction and selecting the original prison lock. Automated held-action testing and experimental AI aircraft work are paused in favor of concrete base gameplay bugs and a playable development build. The complete player-controlled escape, real multiplayer, operational HQ aircraft routes and measured FPS improvement remain unfinished. Native packaging still produces UI shutdown errors also reproduced by an empty-addon control; successful packed startup does not qualify that build process. All seventeen first-release acceptance cases remain pending. The original responsibility inventory tracks the unfinished scope.

Projects and scenarios

Five Workbench projects live in addons/core, addons/ai, addons/intel, addons/chat and addons/map:

  • Open addons/core/addon.gproj for the independent base scenario, {AD62322D5213C440}Missions/ERR_Everon_Base.conf.
  • Open addons/chat/addon.gproj for full companion integration, {C1E20667DCE324ED}Missions/ERR_Everon.conf.

Both use the newly authored Everon child world. Core depends only on vanilla Arma Reforger. AI and the full Chat scenario additionally require the authorized RHS: Status Quo, WCS Armaments and WCS BMP-1 closure; exact identities and setup are recorded in external dependencies. All successor-authored resources are inside this repository. External assets are referenced, not redistributed; original restricted Escapists code, compositions, UI and audio are not included.

See the player route playtest guide, player lifecycle, manual gameplay gaps, release qualification, performance comparison tooling, configuration and commands, site authoring, architecture and migration priorities.

Validation

Run source/resource isolation and production-policy regressions with Python 3 and a C++17 compiler:

python3 tools/check.py

For bounded hidden, muted local native tests, see runtime testing. Recorded Workbench checkpoints include Core-only and companion-loaded escape/restart, finite stock and document-loss recovery, twelve physical prisoner/seat fixtures, real medical treatment, local result/objective widgets, patrol movement and HQ preemption/resumption. Clean environment/restart evidence exists after narrowing the vanilla vehicle catalogs; it does not qualify subsequent source changes.

These scripted local fixtures manipulate positions and selected native states. They do not establish manual escape/piloting, real remote reconnects, twelve connected players or improved FPS. Separate regular-game runs establish standalone startup/admission; an isolated native Linux run establishes empty-server preparation, with inherited resource errors reproduced by a vanilla control. Current status separates those gaps from demonstrated development behavior. Validation evidence preserves exact source checkpoints and failed iterations; docs/acceptance.json keeps unverified release requirements pending.

The development source bundle tool previews a deterministic handoff of the five editable projects and writes only an explicitly requested new ZIP. It is DEVELOPMENT SOURCE BUNDLE, not a native .pak or qualified release; release-mode requests remain blocked by pending acceptance. No release package has been published.

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