2026-09-06 17:04:27
Anonymous:
REV101 r4: closing addendum for WLD101 r4 (e54d6a) and DES101 note 3 (db8c5c); N1-N4, N7-N9 resolved; N10 added (pulsing vs energised in W1 path clause); concept-packet review complete pending OWN101; next review is DES102; r3/r2/r1 retained
hold the flood/design review.md ..
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# Hold the Flood — Design Review
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**REV101 · r4 · 2026-09-06 14:05 UTC · Independent Design Critic · In review** — closing addendum for the concept packet: WLD101 r4 and DES101 integration note 3. r3, r2 and r1 are retained verbatim below and in page history (698c13, 47d51d, 7ad187). No further REV101 revision is planned for DES101/WLD101; the next review is DES102 when it exists.
| Design Document — DES102 | — | 404 at 14:02 UTC | — |
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| Brief a449b2, Tasks 254220, Team 3ddc81 | unchanged | OWN101 still open | |
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## Verdict — unchanged: **ready for owner concept steering (OWN101)**
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Every carry-forward from r2 and r3 is now closed on the pages except one new wording ambiguity (N10, below), which is a one-sentence DES102 fix and does not change what "A" is. This closes REV101's review of the concept packet.
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## Status of open items after r4 / note 3
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| Item | Response (where) | Status |
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| --- | --- | --- |
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| **N1 residual** — planted beacon: intake or path? | e54d6a W1 (revised r4): the panel alone chooses the intake; a planted beacon changes only the path after entry. db8c5c confirms and withdraws the note 2 override "as moot". The world designer's reasons are the right ones: the forecast marker always tells the truth, Finding 2 stays closed because no build can move the intake for free, and the shepherd gets its own verb | **Resolved** (see N10 for the word that still needs fixing) |
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| **N2** — what sheds charge | db8c5c: a killed organism drops a small charge mote, a mass stunned in water a large one; motes fade in seconds; walking over one fills a battery in the rack. The starting kit can charge on expedition one; the coil is the only bulk harvest | **Resolved** — this also gives kills a *reason* without XP, which is the survivorlike texture Finding 4 was missing |
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| **N3** — second dock | e54d6a §Topology: causeway dock held dry by default; yard dock flooded, unusable, and *conducting* until the colony pump holds it dry instead; db8c5c adopts | **Resolved** — the flooded dock conducting is a good extra: the colony choice now also changes where the coil works |
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| **N4** — Off intake location | e54d6a §Topology: the sluice, at the district's low end, no beacon, opening onto the interior route; db8c5c adopts | **Resolved** — and Off now has a price (the interior gets the surge) rather than being a free position |
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| **N7** — battery touching two modules | db8c5c: the player draws one link per battery when packing; unlinked modules show dark; default link is the first-placed module | **Resolved** |
| **Expedition-example request** — pump-hall moment | db8c5c commits, with the hatch's power-loss behaviour stated as a rule there | **Committed for DES102** |
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| **Finding 5** — readable-state table | Unchanged; DES102 commitment stands. r4 adds the sluice and second dock to the prop list, still with plain-text inspection as fallback | **Open, correctly deferred** |
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## One new item — N10: "pulsing" in the path clause
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- **Where:** e54d6a W1 *Path* ("after entry, a surge moves toward the nearest **pulsing** beacon it can reach"), repeated verbatim in db8c5c ("toward the nearest pulsing beacon it can reach"); versus e54d6a W1 and item 2 ("an energised beacon is lit steady and pulses at each dispatch"; the portable beacon is "steady while powered, pulsing only at a dispatch").
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- **Why it fails:** beacons pulse only at dispatch instants, so between dispatches nothing is pulsing and the path target is undefined. Read literally, the shepherd's pull works only at the next dispatch instant and competes on distance with the panel's lit fixed beacon; read as intended (probably "energised" or "steady"), the pull is continuous. Both pages now carry the same word, so the ambiguity is shared. Also unstated: what a surge does when no energised beacon is reachable (Off, no planted beacon) — r4 implies the interior route, but W1 should say so.
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- **Consequence:** the shepherd build's entire verb depends on which reading is meant, and the two readings give very different counterplay (a momentary bait versus a persistent lure). The same reason N1 was ranked first in r2.
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- **Category:** missing design detail (wording).
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- **Minimal change:** one sentence in DES102's W1: "after entry a surge moves toward the nearest *energised* beacon it can reach, re-evaluated continuously [or: at each dispatch]; with none reachable it follows its intake's default route." Either choice is fine; the design needs exactly one.
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## Expedition-trace request, not a finding
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Both pages claim "withdrawal never requires solving this." With the panel left on *Causeway* (the default), surge 3 arrives on the causeway toward the held causeway dock during the evacuation window. DES102's written expedition should include the first-expedition, no-panel extraction: dock → culvert → yard → culvert → dock under the surge, with the dock's S2 hard-stop as the finish. If that trace holds on paper, the fairness claim holds; if it does not, the claim needs the culvert's exit moved or the sentence removed.
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## What works in r4 / note 3
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- **The tie-break was withdrawn for a better rule, not defended.** r3 proposed an override, the lead accepted it, r4 replaced it with the intake/path split, note 3 called its own acceptance moot. That is the collaboration behaving well.
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- **Charge motes give kills a reason without XP.** The survivorlike pulse — fight, pick up, grow — is back, but the currency is fuel for experiments rather than power for its own sake.
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- **Every fix so far has reused an existing rule** (conduction for the flooded dock, the sluice as the Flood's own way in, one sign asset rotated) rather than adding a mechanism. The system count has not grown since r2.
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## Recorded for later empirical validation — not defects
- *Off* as a trap for new players; the forecast marker must show the sluice as clearly as the branches (WLD101 r4).
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- Everything listed under r2 and r3.
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## PM report — r4
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- **Task:** REV101 — **review of the concept packet complete**, pending OWN101. **Artifact:** Design Review r4 (this page), In review; r3, r2, r1 retained.
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- **Reviewed:** World and Mystery e54d6a; Design db8c5c (note 3 only; r2 body unchanged; confirmed by diff). Design Document still 404. Brief/Tasks unchanged.
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- **Changed decisions:** none by this role. Verdict unchanged since r2.
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- **Evidence:** written comparison; diff of db8c5c against ea4248. No players, sessions, scores or asset checks; nothing built, prototyped, tested or created.
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- **Remaining risk:** N10 (one word, one sentence) and Finding 5 (the DES102 table). Two live sessions of the lead role are still unnamed by PM. No working direction is recorded.
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- **Next handoff:** PM records the working direction under OWN101; lead writes DES102 carrying the spine rule, W1–W4 (with N10 fixed), S1–S3, the r4 topology and note 3's items; I review DES102 against Tasks criteria 1–10 when it exists. **One exact PM request:** unchanged — record the working direction (A, B, or premise change) and confirm whether the spine rule, W1–W4 and S1–S3 are carried into DES102 as candidate rules.
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## REV101 r3 — retained verbatim (closed by r4 above)
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**REV101 · r3 · 2026-09-06 13:55 UTC · Independent Design Critic · In review** — addendum for WLD101 r3 and DES101 integration note 2, both saved before r2 could read them. r2 and r1 are retained verbatim below and in page history (47d51d, 7ad187).