Commit 33dc2a

2026-09-06 17:06:21 Anonymous: WLD101 r5: fix REV101 N10 (W1 path = nearest energised beacon, continuous, no-beacon default); beacons at each branch's far end; no-panel extraction trace for DES102; no open items remain on this page; In review, design only
hold the flood/world and mystery.md ..
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# Hold the Flood — World and Mystery
- **WLD101 · r4 · 2026-09-06 13:56 UTC · In review** — supersedes r3 (c92838c), r2 (438f1bf), r1 (01378d), all in page history. Author: World and Mystery Designer. Handoff: Lead (DES102), Independent Design Critic (re-review of r3/r4), PM. PM accepts.
+ **WLD101 · r5 · 2026-09-06 14:06 UTC · In review** — supersedes r4 (e54d6a3), r3 (c92838c), r2 (438f1bf), r1 (01378d), all in page history. Author: World and Mystery Designer. Handoff: Lead (DES102), Independent Design Critic (DES102 review), PM. PM accepts.
**Owner requirements.** Survivorlike; exploration, experimentation, mystery; the Flood is massed enemies (Brief D011); Unity; Steam; assume nothing exists. Design only until the owner explicitly authorizes development after reviewing the design document. No AI-generated art; prefer verified free assets; purchases and rare authored assets need owner approval. This revision creates no assets, code, prototypes, or tests.
- **Sources.** Reread 13:56 UTC: [Hub](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood), [Brief a449b2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief?revision=a449b2), [Tasks 254220](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Tasks?revision=254220), [Design ea42489](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=ea42489) (DES101 r2 plus integration notes 1 and 2), [Design Review 47d51da](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=47d51da) (REV101 r2, verdict "ready for OWN101"; it re-reviewed WLD101 **r2**, not r3). PM has not yet recorded a working direction (OWN101 open); no Design Document page exists. No comparative research and no asset verification. Setting, enemy identity, and every mechanic below remain proposals.
+ **Sources.** Reread 14:06 UTC: [Hub](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood), [Brief a449b2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief?revision=a449b2), [Tasks 254220](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Tasks?revision=254220), [Design db8c5c3](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=db8c5c3) (DES101 r2 plus integration notes 1–3; note 3 confirms the W1 split and adopts the r4 topology), [Design Review 3fd6dfc](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=3fd6dfc) (REV101 r4: concept-packet review complete, verdict "ready for OWN101"; N10 raised against W1's path clause; r3 698c13 and r2 47d51da retained). PM has not yet recorded a working direction (OWN101 open); no Design Document page exists. No comparative research and no asset verification. Setting, enemy identity, and every mechanic below remain proposals.
- **Revision history.** r1: the false-refuge chain and W1–W3 in a setting-neutral relay district. r2: mapped onto DES101 A; withdrew r1's clock-freezing observation view for S1–S3. r3: answered the lead's integration note and REV101 r1 (W1 dispatch-instant, W4 turned signs, unlabelled panel with forecast marker, reachable answer, four-part cost of diversion). **r4:** answers REV101 r2 and integration note 2. Changes W1 to separate *intake* from *path* (N1), places the Off intake and the second dock in the topology (N3, N4), and records that N5 and N6 were already resolved in r3. Everything else is r3 text.
+ **Revision history.** r1: the false-refuge chain and W1–W3 in a setting-neutral relay district. r2: mapped onto DES101 A; withdrew r1's clock-freezing observation view for S1–S3. r3: answered the lead's integration note and REV101 r1 (W1 dispatch-instant, W4 turned signs, unlabelled panel with forecast marker, reachable answer, four-part cost of diversion). r4: answered REV101 r2 and integration note 2 (W1 split into intake and path; sluice as Off intake; second dock). **r5:** fixes REV101 N10, the one open item on this page: W1's path clause said *pulsing*, which is undefined between dispatches; it now says *energised*, evaluated continuously, and states what a surge does with no energised beacon reachable. r5 also places each branch's beacon at its far end from the docks and gives the three-line no-panel extraction trace the critic asked DES102 to show, because it tests this page's "withdrawal never requires solving this" claim. Everything else is r4 text.
## World rules — proposal for DES102, aligned to the spine rule
DES101 r2 states one spine rule (conduction, power, attraction, charge). W1–W4 sit inside its *attraction* clause; the wording below is what this page asks DES102 to carry.
- - **W1 — Attraction (revised r4).** An energised beacon is lit steady and pulses at each dispatch. *Intake:* a surge enters by the fixed beacon that pulses at the dispatch instant, which the panel alone decides (*Causeway*, *Yard*, or *Off*: no fixed beacon lit, so the surge uses the sluice, below). *Path:* after entry, a surge moves toward the nearest pulsing beacon it can reach; a planted beacon therefore changes where a surge goes, never where it enters. The panel needs no item, rack space, resource, or journal flag; what it costs is stated under Finding 2 below.
+ - **W1 — Attraction (revised r4).** An energised beacon is lit steady and pulses at each dispatch. *Intake:* a surge enters by the fixed beacon that pulses at the dispatch instant, which the panel alone decides (*Causeway*, *Yard*, or *Off*: no fixed beacon lit, so the surge uses the sluice, below). *Path (revised r5, N10):* after entry, a surge moves toward the nearest *energised* beacon it can reach, re-evaluated continuously, so a steady light is a standing lure and darkening it ends the pull; with no energised beacon reachable, a surge spreads along the branch it entered (the interior route, for the sluice). A planted beacon therefore changes where a surge goes, never where it enters. The panel needs no item, rack space, resource, or journal flag; what it costs is stated under Finding 2 below.
- **W2 — Commitment.** A dispatched surge keeps its intake until it arrives. Re-routing at the panel affects only surges not yet dispatched; it never teleports enemies or cancels a pursuit. The forecast shows each pending surge's intake as a map marker that moves the moment the panel changes; a dispatched surge shows a locked marker.
- **W3 — Stable evidence.** Wiring, signs, wear marks, and signal behaviour are identical on every expedition. Water states, pumps, enemies, loose salvage, and surge timing may vary or reset (DES101 r2 persistence list) and can change the best route, never the rule.
- **W4 — Turned signs.** Every refuge sign in the district that has been turned faces the way the last crew actually went. First seen in the culvert (facing the yard); confirmed by the reachable answer below; thereafter a navigation clue wherever the prop recurs. Same sign asset, rotated. Under W3 it never changes.
- **Topology (one statement; r4 adds the sluice and the second dock for N3 and N4).** Two docks at the district's rim: the *causeway dock*, held dry by default, and the *yard dock*, flooded by default and unusable until the colony's pump holds it dry instead (DES101 r2's exclusive choice; while flooded it is wet ground and therefore conducts). Between them the raised dry causeway, signed as the evacuation route, beacon live by default; the culvert beneath it, dry without payment, with cart wear and a turned sign; the pump hall and salvage yard beside a shallow channel, beacon dark, hatch on the yard circuit. At the district's low end, where the two branches meet, the *sluice*: the Flood's own way in, no beacon, opening straight onto the interior route. Three intakes: Causeway, Yard, and the sluice when the panel is Off. Panel resets to *Causeway*; the first dispatch follows a short scouting interval the lead sets.
+ **Topology (one statement; r4 adds the sluice and the second dock for N3 and N4).** Two docks at the district's rim: the *causeway dock*, held dry by default, and the *yard dock*, flooded by default and unusable until the colony's pump holds it dry instead (DES101 r2's exclusive choice; while flooded it is wet ground and therefore conducts). Between them the raised dry causeway, signed as the evacuation route, beacon live by default; the culvert beneath it, dry without payment, with cart wear and a turned sign; the pump hall and salvage yard beside a shallow channel, beacon dark, hatch on the yard circuit. At the district's low end, where the two branches meet, the *sluice*: the Flood's own way in, no beacon, opening straight onto the interior route. Each branch's beacon stands at its far end from the docks: the causeway beacon at the causeway's interior end, the yard beacon at the pump hall. A surge enters beside its beacon and, while that beacon stays lit, holds there (W1 *path*), so the overrun "refuge" is the causeway's interior end and the dock end stays passable; re-routing the panel after entry is what drags a surge across the district toward the new light. Three intakes: Causeway, Yard, and the sluice when the panel is Off. Panel resets to *Causeway*; the first dispatch follows a short scouting interval the lead sets.
+
+ **No-panel extraction trace (for DES102's written expedition; illustration, not a playtest).** First expedition, panel untouched on *Causeway*, causeway dock held dry. Surge 3 enters at the causeway's interior end and holds at its lit beacon. The player at the yard takes the culvert back under the causeway to its dock-side exit, then the short open stretch to the dock, an S2 hard stop. Nothing on that route is on the surge's path unless the player lit something else. So "withdrawal never requires solving this" holds on paper by construction, not by timing; whether the open stretch is comfortable is empirical.
*Off* therefore has a place and a price: both branches stay quiet, both hatches stay shut, and the surge pours onto the interior route, which is where the reachable answer's inked route and W4's signs lead. A's "surges enter through different passages" is preserved without a fourth mechanism.
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1. **Two pulsing beacons (REV101 N1; replaces r3 item 1).** r3 proposed that a planted beacon overrides the panel's intake choice; the lead accepted it under constraints. r4 withdraws that in favour of the critic's split, now written into W1: the panel alone chooses the intake; a planted beacon changes only the path a surge takes after entry. Reasons: the forecast marker then always tells the truth, so the false-refuge chain's fairness does not depend on where a shepherd stands; Finding 2 stays closed, because no build can move the intake for free; and the shepherd gets a verb of its own, pulling an entered surge off a corridor, instead of a second copy of the panel. The lead's rack constraint from integration note 2 (a battery powers one module at a time) is independent of this and still useful for Finding 3.
2. **Portable beacon light.** Steady while powered, pulsing only at a dispatch; accepted by the lead for DES102.
- 3. **Dispatch-instant evaluation.** In W1. The lead's coil case (a dispatch pulse inside a discharge window fires the beacon) depends on it; the forecast countdown makes it fair.
+ 3. **Dispatch-instant evaluation, continuous path (N10).** Intake is decided at the dispatch instant; path is re-evaluated continuously toward the nearest energised beacon (W1). Continuous was chosen over per-dispatch because a standing lure reads from the light convention itself (steady = lure) and gives the shepherd persistent, counterable behaviour (darken the beacon, the pull stops); a momentary bait would coincide with the panel's timing and be unreadable in a crowd. The lead's coil case (a dispatch pulse inside a discharge window fires the beacon) still depends on the dispatch-instant intake rule; the forecast countdown makes it fair.
4. **Off (REV101 N4).** Placed: the sluice, above. Not a safe default; it trades both branches' quiet for the interior route.
5. **Persistence.** Water states, pumps, charge, and which dock is flooded reset or persist as DES101 r2 lists; wiring, signs, wear, and W4's turned signs never change. No conflict with W3.
6. **N5 and N6, resolved in r3 before the critic's r2.** r3 removed r2's "coil is an optional extension" wording (N5): the false-refuge chain never *requires* the coil (culvert dry without payment; panel needs no item), and it never called the spine optional. r3 also dropped this page's build triad in favour of the lead's electrician / hauler / shepherd (N6). N2 (what sheds charge) is the lead's.
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## PM report
- Task WLD101; artifact World and Mystery r4 (supersedes r3 c92838c). No canonical decisions changed. Changed proposals: W1 split into intake (panel only) and path (nearest reachable pulsing beacon), replacing r3's planted-beacon override that the lead had accepted under constraints; the sluice as the Off intake; the flooded yard dock in the topology. Evidence: written analysis of Design ea42489 and Design Review 47d51da against Brief a449b2; no player data. Risks, all unvalidated: the shepherd's path-pull may still dominate corridor defence; the sluice putting pressure on the interior route may make *Off* a trap for new players, so the forecast marker must show the sluice as clearly as the branches. Next handoff: lead confirms the W1 split against integration note 2 and carries W1–W4, S1–S3, and the topology into DES102; critic re-reviews r3/r4 (r2 was the last revision reviewed); this role checks the integrated DES102 draft when it exists. **PM request:** record the working direction (A, B, or premise change) and whether W1–W4 and S1–S3 are carried into DES102 as candidate rules. No acceptance or development authorization is assumed.
+ Task WLD101; artifact World and Mystery r5 (supersedes r4 e54d6a3). No canonical decisions changed. Changed proposals: W1 path clause now *energised*, continuous, with a no-beacon default (closes REV101 N10); beacon placement at each branch's far end; the no-panel extraction trace. Evidence: written analysis of Design db8c5c3 and Design Review 3fd6dfc against Brief a449b2; no player data. Risks, all unvalidated: the shepherd's standing lure may dominate corridor defence; *Off* as a trap for new players unless the forecast marker shows the sluice as clearly as the branches; the open stretch between culvert exit and dock is where the withdrawal claim will actually be felt. This page has no open items from REV101 r1–r4; this role posts nothing further until a DES102 draft exists or PM records a direction. Next handoff: lead carries W1–W4 (with N10 fixed here), S1–S3, and the r5 topology into DES102; critic reviews DES102; this role checks the integrated draft for contradictions when it exists. **PM request:** record the working direction (A, B, or premise change) and whether W1–W4 and S1–S3 are carried into DES102 as candidate rules. No acceptance or development authorization is assumed.
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