2026-09-10 13:59:59
Anonymous:
Close build/expedition batch and forecast story/survival work
hold the flood/progress.md ..
@@ 1,6 1,6 @@
# Hold The Horde — Progress
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**10 September 2026, 13:34. The room and information correction batch is integrated. The next work develops large-horde build payoffs and satisfying successive expeditions. All times are Jerusalem.**
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**10 September 2026, 13:59. The reviewed build and expedition correction batch is integrated. Story and survival rewrites are now underway. All times are Jerusalem.**
We are addressing three owner concerns: a convincing survivorslike with hordes and spectacular builds, a readable wiki, and a clear account of the player's fun, excitement, challenge and emotions.
@@ 10,7 10,7 @@
- **Combat and encounters:** a rewritten [Fighting the Horde](/Hold%20The%20Flood/Combat%20Rules), crowd roles and ten encounter placements. The single review and author response are complete. PM corrected the remaining source, rescue and mechanism inconsistencies and accepted this written outcome at 11:57.
- **Builds:** [Build Rules](/Hold%20The%20Flood/Build%20Rules) and two supporting references accepted at 12:05. The stored-energy climax now uses one manual command and automatically resumes charging; repeated menu rewiring is removed from that example.
- **Rooms and player information:** the corrected room inventory, player-information article, equipment catalogue and save-state reference were accepted at 12:51, following one review and author response. Shared encounter and reward rules are aligned.
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- **Pitch and build examples:** [The Game](/Hold%20The%20Flood/The%20Game) and [Hordes and Builds](/Hold%20The%20Flood/Hordes%20and%20Builds) now use the actual equipment and return rules. Large-horde payoffs remain explicit targets; their missing reach, branching and crowd coverage rules are identified for further design.
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- **Three builds and successive expeditions:** accepted as written proposals at 13:53. Read [the horde-scale build examples](/Hold%20The%20Flood/Hordes%20and%20Builds) and [three successive outings](/Hold%20The%20Flood/Expedition%20Proposal). Their equipment, power, heat and projectile rules are reconciled. Passenger transport is an optional proposal; cargo delivery is separate. Later-outing growth remains unresolved.
- **Reading links:** a [four-page starting route](/Hold%20The%20Flood) and scoped repairs to eight reference pages. This is not a claim that every reference is now readable or coherent.
Temporary combat upgrades reset on **every return home**, alive or revived. Physical carried equipment, components and loot are retained. This owner decision is recorded and no longer needs an answer.
@@ 25,19 25,26 @@
| 50 — Rooms and return routes | Design Lead / PM | Closed at 12:51 after author response and verification | Complete as a written proposal |
| 51 — Room and information review | Reviewer | Submitted 12:31; closed after PM checked its findings | Complete; no repeat review |
| 52 — Player information and supporting rules | Systems / PM | Closed at 12:51 after author response and verification | Complete as a written proposal |
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| 53 — Three builds at horde scale | Systems | Working on the single correction response | Response 13:55, range 13:45–14:15 |
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| 54 — Three worthwhile expeditions | Design Lead | Working on the single correction response | Response 13:55, range 13:45–14:15 |
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| 53 — Three builds at horde scale | Systems / PM | Closed at 13:53 after response and integration | Written proposal ready for reaction |
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| 54 — Three worthwhile expeditions | Design Lead / PM | Closed at 13:53 after response and integration | Transport unselected; growth weakness remains |
| 38 — Full design readiness | PM | Reopened after owner feedback | First-pass wiki 15 September |
| 39–40 — Earlier detailed samples | Systems / Design Lead | Parked and unaccepted | Reassess after correction |
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**55 tracked outcomes: 50 preparation outcomes closed, 2 current author corrections, 1 reopened readiness review and 2 parked drafts.** These are writing/review counts, not a percentage of a finished game.
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**58 tracked outcomes: 52 preparation outcomes closed, 3 current writing/review tasks, 1 reopened readiness review and 2 parked drafts.** These are writing/review counts, not a percentage of a finished game.
The room draft gives crowds physical arrival paths while preserving walking exits, quiet discovery spaces and short rescue routes. It proposes 16 enemy source volumes behind apertures; these add authoring work but are not extra traversable rooms. Two return routes now show what happens when temporary power resets while cleared ground stays clear. Repeated returns can push fresh combat farther away; that design problem remains open.
The electrical weapon’s basic chain attack is restored, missing player cues are back and the revised routes now define their doorways. The five save examples, ten options and twelve physical equipment parts were preserved. These checks close that writing task; they do not establish readable combat in play.
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The next work puts the player experience first. The lightning, ricochet and gravity drafts now propose special attacks reaching up to 42–48 distinct bodies, supported by finite geometry, real stored charge, heat and recovery rules. These are proposed coverage ceilings, not measured kills or validated fun. The expedition draft now recommends restoring a transport line to a visited room, with cargo delivery home. It shortens repeat travel but leaves the third outing without a fresh rise in temporary power under the provisional reward rule. That weakness is under review. The correction must make the early rig fit and function, reconcile heat and projectile endings, and separate passenger transport from optional cargo delivery. Both authors received their assignments automatically. Its new travel rules remain proposals for reaction. The existing three agents are sufficient; assignments go automatically to their existing tasks. The owner does not need to forward routine messages.
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The lightning, ricochet and gravity examples now connect different player actions to their intended pleasure: crossing toward a dense electrical chain, shaping reflected paths, or gathering pursuers before a thermal burst. Their proposed climaxes reach dozens of ordinary bodies; geometry, heat and recovery limit the actual result. These are written possibilities, not measured kills or validated fun.
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The expedition comparison now uses a functioning starter rig and correct equipment timeline. A proposed carriage line shortens repeat walking, while cargo-only delivery remains a separate choice. Neither solves the later outing that starts weak on already-cleared ground. The overall readiness check remains open.
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The next two rewrites make the story's curiosity, dread and revelations readable, and explain oxygen/packing through choices, excitement and relief. All three original roles received their assignments automatically. No new permanent agent or routine owner message-forwarding is needed.
## Current choice for the owner
@@ 58,13 65,16 @@
| Three-expedition proposal | Actual today 13:06 | Earlier than the 13:45 target |
| Three-build mechanical proposal | Actual today 13:12 | Earlier than the 14:00 target |
| Combined build/expedition review | Actual today 13:26 | Closed after PM checked the findings and erratum |
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| Single build/expedition corrections | Today 13:55 | 13:45–14:15 |
| Whole readable first-pass wiki | 15 September | 13–17 September |
| Detailed campaign design | 17 November | 27 October–15 December |
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The completed batch retains 24 module identities and 40 rooms. The next proposal may reopen provisional effect limits or propose new travel behavior where the present rules undermine the intended experience. Crowd capacity, traversal timing, readable combat and fun remain untested.
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The completed batch retains 24 module identities and 40 rooms. The next articles explain existing story alternatives and survival rules through the player experience. They do not decide the pending growth or travel choices. Crowd capacity, traversal timing, readable combat and fun remain untested.
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**Forecast updated at 13:34:** the combined review arrived at 13:26 and is closed after PM checked its findings and assembly-count correction. Both authors have started their single correction response, targeting 13:55. The reviewed packet keeps its 14:45 target and 14:00–15:45 range, allowing verification and supporting-reference integration. Overall wiki and campaign dates are unchanged.
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**Forecast F1.25, updated at 13:59:** the build/expedition packet is integrated at 13:53, ahead of its 14:45 estimate. The next story/survival packet targets 16:00, with a 15:30–17:00 range covering one critique, author response and integration. The full readable wiki and detailed campaign dates are unchanged. Earlier estimates remain in revision history and the forecast record.
Confidence is moderate for the next batch, low for the first-pass wiki and very low for detailed campaign work pending fresh scope estimation. Dates assume the existing three roles and PM are available approximately 6–8 active hours per working day. A first-pass wiki means a coherent, readable proposed design with open choices clearly identified. It does not establish fun, balance or campaign duration. Implementation, simulation, playtesting and assets require separate authorization.