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EscapistsReintroduced/docs/original-feature-coverage.md
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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 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.
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-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.
Radio objectives, tasks and discovery partial (first-release) 21 Validate visible task/map presentation, simultaneous actions, 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 pending (first-release) 17 Author finite vehicles and usable routes; integrate vanilla entry/storage/repair with independent access and alarm behavior where required.
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 Real dedicated-server joining, reconnects, connection-ID reuse, spent lives, late extraction arrivals and spectator transitions.
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.