Commit 4602ca

2026-09-06 17:56:38 Anonymous: Glossary: track Design Document r2. Two renames recorded with their old names so a reader of an earlier revision can still find them (press -> thinning, pursuit range -> proximity radius); hatch becomes gate/hatch, now two doors; add ledge and the new arc module. Definitions taken from Appendix A and section 5; nothing invented.
hold the flood/glossary.md ..
@@ 58,8 58,8 @@
| **Counterplay** | What an opponent — here the Flood or the district — can do against a loadout, and what the player can do back. | Design r5 |
| **XP** | Experience points: the survivorlike habit of growing stronger per kill. **This design gives none** — growth comes from the world instead. | Design r5 |
| **Knowledge gate / stat gate** | A knowledge gate is passed by understanding something; a stat gate is passed by having a number high enough. This design uses only the first. | Design Document, App. A |
- | **Press** | The slow outward creep of a gathered surge's edge. | Design Document, App. A |
- | **Pursuit range** | The distance at which organisms break off a crowd to chase you. | Design Document, App. A |
+ | **Thinning** | The slow drift of a gathered crowd outward along its branch during a quiet interval. *Design Document r1 called this **press**.* | Design Document, App. A |
+ | **Proximity radius** | The distance within which organisms leave a crowd to chase you. *Design Document r1 called this **pursuit range**.* | Design Document, App. A |
## The district
@@ 72,7 72,8 @@
| **Culvert** | The drain tunnel under the causeway. Walkable, and dry on its own — **no bundle has to be spent running a pump to keep it dry**. Has cart wear and a refuge sign turned toward the yard. | Design r4; World r6 (Q9) |
| **Yard / pump hall** | The salvage yard and pump hall beside a shallow channel. The yard beacon stands at the pump hall and is dark by default; the hall's hatch is on the same circuit. | Design r4 §Topology |
| **Sluice** | The low gate at the district's low end where water — and the Flood — come in when nothing calls them elsewhere. No beacon; opens onto the interior route. | Design r4; World r6 (Q9) |
- | **Hatch** | A door that opens only while its branch is powered. | World r6 (Q9) |
+ | **Gate / hatch** | Each branch's one powered door: the **gate** into the interior at the causeway's far end, the **hatch** into the pump hall. Open only while their branch is lit. | Design Document, App. A |
+ | **Ledge** | A raised dry shelter — one mid-causeway, one on the yard bank beside the channel. | Design Document, App. A |
| **Intake** | A place a surge can enter: the causeway's far end, the yard channel beside the pump hall, or the sluice. Which one is used is decided by the panel alone. | Design r4; World r6 |
| **Beacon** | A lamp on the district's circuit, one at the far end of each branch. **Steady = its branch is powered. Pulsing = a dispatch is firing. Dark = unpowered.** A lit beacon draws the Flood that is already inside the district. Whether that pull is limited to a visible glow is an open decision: the Design Document (d828a4, section 4) uses PM's baseline, in which a surge follows the nearest lit beacon it can reach, and presents the glow-limited version as the alternative. | Design Document d828a4 |
| **Panel** | A three-position switch at the causeway head, sending the district's one live circuit to the causeway, to the yard, or to nowhere ("off"). Needs no item, slot or resource. Resets to causeway each expedition. | Design r4; World r6 |
@@ 103,6 104,7 @@
| **Shelter** | A raised place, including a dry dock, that enemies neither enter nor spawn in — a hard stop. You can repack and watch there, but the surge clock keeps running. Rule **S2**. | Design r4 |
| **Workshop / forecast relay** | The colony's two additive repairs: a workshop gives one extra starting module choice; a forecast relay makes the first intake known before departure. Each costs a full return's salvage. | Design r4 |
| **Siphon** | A module that consumes one touching bundle for three units of charge, once — for a player who needs power and has only salvage. | Design Document §5 |
+ | **Arc** | An optional one-slot module that, while linked to a charged battery, makes the cutter's hits conduct from organism to organism through a dense crowd, draining the battery over about twenty seconds. | Design Document §5 |
| **Leak / drip** | Charge lost from a battery into the wet bundles it touches, shown as one drip per bundle. Happens whatever the links say. | Design Document, App. A |
| **Build expression** | The way a loadout shows a strategy. The Brief, Team and Tasks pages use this term; the design pages say **loadout expression** for the same thing. | Design r5 |
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