Commit 66476f

2026-09-15 13:43:40 Anonymous: Align expedition renewal and combat growth with the owner answers
hold the flood/combat and enemy roster.md ..
@@ 23,12 23,14 @@
| **Work while the game runs** | A control shows current stage, completed checkpoints, occupied state and any cued alarm entrance. Continue, cancel, defend or withdraw remain available. | Damage alone reduces condition but does not cancel. Explicit cancel, displacement out of reach or a creature occupying the control loses the unfinished stage. Re-entering begins that stage again; completed physical checkpoints persist. Incremental oxygen transfer keeps its separately committed increments. |
| **Tethered drain / consumed oxygen** | Ordinary suit drain is continuous and visible. Glass Siphon adds a separately shown tether/radius and higher drain only while attached. | Tether launch is an attack; the continuing tether is one ongoing state, not fresh waves or an inventory subtraction. Gas already breathed stays spent. Breaking the tether stops only its extra drain; no offscreen or instant canister loss occurs. |
| **Break / quiet window** | Defeated enemies stay defeated for that expedition. A resolved stage shows whether its source is sealed, spent or still able to release another announced stage, and whether any woken crowd is still travelling. | No counter-spawn, reward reduction or replacement elite reacts to success. A quiet window lasts until a still-occupied area sends bodies through a visible route or a source acts. Mechanisms remain whatever their own state says. |
- | **Withdrawal / living return** | The astronaut must physically reach an exit. Completed work and records remain; an unfinished stage does not. | A living return brings carried property home, does not shift the station and ends temporary combat upgrades. Places the player cleared stay cleared; still-occupied places stay dangerous. The old breadcrumb promises no safety. |
- | **Death and shift** | Condition or oxygen death ends the current expedition. Everything still carried, including active rig parts and new loot, returns once, and temporary combat upgrades end. | Spent gas/material stays spent; dropped or fixture-installed property remains there. Completed work and selected bindings persist. The station shifts once; transient crowds reset and a new population variant is chosen with the new arrangement, never in reaction to the player's build or success. Prior routes become historical. |
+ | **Withdrawal / living return** | The astronaut must physically reach an exit. Completed work and records remain; an unfinished stage does not. | Local withdrawal does not renew the ongoing expedition's population. A living return brings carried property home, keeps the arrangement and ends temporary combat upgrades and unchosen offers. The next expedition renews enemies and combat-growth opportunities through viable sources and routes while permanent work remains. The old breadcrumb promises no safety. |
+ | **Death and shift** | Condition or oxygen death ends the current expedition. Everything still carried, including active rig parts and new loot, returns once, and temporary combat upgrades end. | Spent gas/material stays spent; dropped or fixture-installed property remains there. Completed work and selected bindings persist. The station shifts once; the next expedition renews combat for that new arrangement, just as living returns renew combat without shifting it. Viable sources and permanent work constrain the population, which never reacts to the player's build or success. Prior routes become historical. |
| **Journal open** | The current view and stored records are available for comparison. Changing rig links there follows [Build Rules](/Hold%20The%20Flood/Build%20Rules). | Enemies, oxygen, tethers, projectiles, alerts, warnings, recovery, readiness and work all freeze. Nothing attacks, drains, moves or completes while paused. Picking up or first fitting a new part and operating station machinery still take running time. |
The nearest-visible rule is the targeting default. Examples on this page may use more than one ordinary output where a rig carries them.
+ Regular fighting supplies temporary combat growth, with larger transformations at major horde milestones. [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) owns the detailed cadence, offers, milestone conditions and renewed-population proposals; those opportunities renew each expedition while permanent work remains.
+
## Six ordinary pressure roles
### 1. Presser — the slow majority that fills the lane
@@ 127,8 129,8 @@
|---|---|---|---|
| **R1 / 1. Collar isolation / placement 1** | A slow crowd of Pressers already fills the cargo aisle's two lanes; the first to reach the player teach backswing, direct lane and nearest visible target. A Caller braces beside the patient-bay alarm before the noisy final fastener. | Let the Caller wake the patient-bay stage and fight it through the shutter lane, silence the Caller first, or finish a fastener and retreat. A board- or Fork-held shutter holds that lane only while it is held. | Simple Triage Relay/alarm lead. Cutting the lead, completing the relay's manual dog with the shutter across the patient-bay lane, or clearing the stage creates a shown quiet window; completed fasteners persist. |
| **R1 / 2. Pace calibration / placement 2** | A Boltspitter across the single pillar teaches sac fill, final line lock and cover while a thin stream of Pressers enters from the far end of the bay. If objective 5 was reached first, this reinforces rather than introduces the ranged line. | Standing still for the gait record while the stream thickens: clear the lane, bait the bolt, or defer. | Single-detent Sterilization Carousel. Cool detent, Boltspitter refill and dropping the duct grille are separate visible windows; the astronaut comparison remains possible without combat gear. |
- | **R1 / 3. First local latch / placement 3** | On the first lesson one Clampcrawler at the latch is the whole fight inside the hall — a deliberately quiet teaching beat reached through the ordinary crowded route. | On a later life the alarm-only shutter can release a crowd from its source volume if the relay alert completes: draw the Crawler's leap, hold the lane, or cut the lead first. | Triage Relay control occupation; cut alarm and completed latch stages persist. No creature supplies the local charged cradle. |
- | **R2 / 4. R-3 crossing / placement 4** | A Flanker pack works the side passage while Pressers pour into the contested junction through a ward-wing feeding grille. If objective 6 was reached first, the pack reinforces an earlier lesson. | Transfer begins only on a walked, prepared short route that is demonstrably quiet or separated — cleared, bypassed into a shown quiet state, or cut off by a persistent local closure. Killing every creature, or both clearing and sealing, is not required, and the rescue never becomes an escort fight. | Quarantine Arc fixture and hard cover. Whether the stage earned a temporary upgrade is a separate question from whether the crossing may start. |
+ | **R1 / 3. First local latch / placement 3** | On the first lesson one Clampcrawler at the latch is the whole fight inside the hall — a deliberately quiet teaching beat reached through the ordinary crowded route. | On an eligible later expedition after the first lesson, the alarm-only shutter can release a crowd from its source volume if the relay alert completes: draw the Crawler's leap, hold the lane, or cut the lead first. | Triage Relay control occupation; cut alarm and completed latch stages persist. No creature supplies the local charged cradle. |
+ | **R2 / 4. R-3 crossing / placement 4** | A Flanker pack works the side passage while Pressers pour into the contested junction through a ward-wing feeding grille. If objective 6 was reached first, the pack reinforces an earlier lesson. | Transfer begins only on a walked, prepared short route that is demonstrably quiet or separated — cleared, bypassed into a shown quiet state, or cut off by a persistent local closure. Killing every creature, or both clearing and sealing, is not required, and the rescue never becomes an escort fight. | Quarantine Arc fixture and hard cover. Regular combat growth and major-milestone rewards are separate from whether the crossing may start; Combat Rules owns their detailed proposals. |
| **R2 / 5. Builders' runs / placement 5** | The pump hall gives a Boltspitter one straight line and a pillar while Pressers drift in along the overhead main's gantry; in the cable junction a Veilbearer screens the crowd behind a transparent service rail. | Frame records while veils hide the thickening crowd: flank, wait for decay, or risk the locked firing line while committing a capture. A strong build can clear the rail crowd and read in peace. | Sterilization exchanger/Carousel sight glare. Record framing stays in running time and the completed record persists; veil collapse, Boltspitter refill and sealing the gantry are known windows. |
| **R2 / 6. Pressure ledger / placement 6** | The long pressure hall carries a slow crowd from its side wards with a Flanker pack in the side gallery; Glass Siphon waits across the sampling loop's pillars to teach the tether before valve work. If objective 4 was reached first, the Flanker pack is reinforcement. | Siphon plus crowd at the valve: break the drain, hold the side lane, or complete one cap. It matters to persistent work and carrying-return margin, not only kills. | Breath Bank and cap checkpoints. Sealing the ward doors, Siphon retraction and the Bank's opposite quiet lane make work windows; completed caps persist. |
| **R3 / 7. Transfer pairs / placement 7** | A Veilbearer screens a Boltspitter across separated evidence stations while crowds from the transfer galleries press toward the sorting bay through feeding hatches above the walkable branches. | Change observation angle, interrupt the cast, fight the crowd off the evidence strip, or postpone the directional test. | One-way transfer fixture and optional Resuscitation Grid, which a dense crowd can trigger. Grid neutral/recharge, veil decay and sealing the feeding hatches are visible; captured evidence persists and no arrival proves translation. |
@@ 154,7 156,7 @@
**Ordinary low-power path.** With the opening rig — or only movement, cutter and hard cover — the player seals one feeding mouth early, waits behind the fixed rib, leaves Bellback's locked cone, crosses on the Bank's opposite quiet beat and uses the stirrup for one hand-cycle. Closing one cap persists and removes that side's later draw; the player may withdraw and return. Barrier can catch physical debris but does not stop oxygen drain or solve timing.
- **Failure and return.** Displacement loses only the current unfinished cycle. Withdrawal preserves completed cap/pin work. On death the room's stable mechanisms and installed/dropped objects keep their owning state. A new population variant may come with the new arrangement, but no failed attempt creates a punitive wave.
+ **Failure and return.** Displacement loses only the current unfinished cycle. Withdrawal preserves completed cap/pin work. On death the room's stable mechanisms and installed/dropped objects keep their owning state. Each new expedition renews combat through viable sources after either living return or revival, preserving completed work; no failed attempt creates a punitive wave during the ongoing expedition.
### Setpiece B — Receiver Vault (objective 11)
@@ 176,7 178,7 @@
The same equipment budget offers a lateral choice: the **6 C/6 A Salvage Breacher** uses Manual → Cycler → Projector, a Dynamo clamp on Projector's physical-output feed and Capacitor storage. It can buy a faster opening without waiting for enemy strikes, but the chosen material also occupies carrying space until consumed and permanently loses return value. The player must inspect Projector target/readiness before pressing; receivers still check independently, and a Cycler spend is not refunded after a downstream refusal. Consuming the material may free the capacity needed for the regulator, but that is an explicit cost.
- Either build may complete the remaining hand-cycle and pick up the regulator. A living return brings the carried manifest home and leaves the broken hall quiet. Death after the pickup commits returns every still-carried part, canister and regulator once and leaves consumed Cycler material spent and completed cap/work intact. Death before pickup does not collect it. The journal freezes the warning and lets the player compare records; changing links there follows [Build Rules](/Hold%20The%20Flood/Build%20Rules), while tether breaks, attacks, caps and pickups still need running time.
+ Either build may complete the remaining hand-cycle and pick up the regulator. A living return brings the carried manifest home and preserves completed seals and work. The next expedition renews combat and growth through viable sources; the hall's earned quiet belongs to the current expedition. Death after the pickup commits returns every still-carried part, canister and regulator once and leaves consumed Cycler material spent and completed cap/work intact. Death before pickup does not collect it. The journal freezes the warning and lets the player compare records; changing links there follows [Build Rules](/Hold%20The%20Flood/Build%20Rules), while tether breaks, attacks, caps and pickups still need running time.
## Coverage rationale and cheaper alternative
@@ 197,7 199,7 @@
- Siphon drain presentation.
- The Veil/Shutter visibility distinction.
- Origin evidence and cast interpretations.
- - Surviving-enemy hold and presentation detail on living return (population membership and defeated states are preserved; a different population variant is selected only at a death shift).
+ - Surviving-enemy holds on local withdrawal within an ongoing expedition, and fresh-population placement around permanent work on the next expedition; Combat Rules owns the detailed renewal and growth proposals.
- Exact room geometry and shift-valid access.
- Exhaustive mechanism-instance geometry, population, cue, state and staging variants; full setpiece layout variants; role-specific presentation equivalents; combined encounter/mechanism cases.
- Performance and effect density.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9