Commit 9b4725

2026-09-08 19:31:26 Anonymous: Resolve roster triggers and cross-order cue staging
hold the flood/combat and enemy roster.md ..
@@ 75,17 75,17 @@
**Read and origin evidence.** A small six-limbed body with bright clamp jaws and an arched leap posture reads differently from dropped loot. Crash-cart clamps attached to older adhesion pads could indicate a maintenance organism or changed hospital tool; it never steals an item.
- **Perception and timing.** It follows local sight/sound. If a visible control becomes active within its room, it may face that control, crouch while a landing arc appears, then commit one leap. A miss ends in a skid/reorientation recovery. A hit on the panel leaves the Crawler visibly latched and occupying it until displaced or defeated; after removal it rights itself before acting again.
+ **Perception and timing.** It follows local sight/sound. If a visible control becomes active within its room, it faces the astronaut operating it. During the crouch, the landing arc follows the operator until the clamp jaws flash; that flash locks the arc to the astronaut's current position. Cancelling before lock makes the inactive control ineligible, so the Crawler drops the crouch and resumes pursuit without leaping. After lock, cancelling does not stop the committed leap: moving outside the fixed arc makes it miss and skid through recovery, while remaining at the control lets the body strike and jaws catch the panel. A latched Crawler occupies the control until displaced or defeated; after removal it rights itself before acting again.
**Effect and work.** The leap is one external attack wave. Body contact causes modest condition loss and displacement; a panel landing causes no invisible damage but explicitly interrupts the current unfinished stage by occupying the control. Remaining latched is state, not a stream of new attacks. It cannot erase a completed checkpoint or consume material.
- **Choice and responses.** Start then cancel to bait the announced leap away from the panel, dodge so it skids, cut/defeat it while exposed, or work after clearing it. Manual Barrier can intercept the body and Manual → Nozzle can displace it. The baseline bait, movement and cutter path uses no unique equipment.
+ **Choice and responses.** Begin work to draw the crouch, wait for the visible jaw-flash lock, then cancel and leave the fixed landing arc so it skids; alternatively interrupt/defeat it before commitment or clear it before working. Manual Barrier can intercept the committed body and Manual → Nozzle can displace it. The baseline lock-read, movement and cutter path uses no unique equipment. No cancellation or occupation erases an already completed checkpoint.
### 6. Veilbearer — create a temporary sight problem
**Read and origin evidence.** A hunched carrier has a folded translucent membrane and two bright floor anchors. It opens both arms and projects the exact sheet edge before release. Hospital isolation film grown over older frame limbs supports shield, quarantine and experiment interpretations.
- **Perception and timing.** With sight of the astronaut and an ally to screen, it winds up by extending the two anchors, commits one fixed veil between them, then remains unable to cast while the veil's shown edge decays. Collapse is followed by a brief refold recovery. Displacement or defeat during wind-up prevents placement; moving the bearer afterwards does not drag the anchored sheet.
+ **Perception and timing.** With sight of the astronaut and at least one visible allied creature behind the previewed sheet, it winds up by extending the two anchors, commits one fixed veil between them, then remains unable to cast while the veil's shown edge decays. Collapse is followed by a brief refold recovery. Losing the eligible ally, losing sight, displacement or defeat before commitment aborts the cast; moving the bearer afterwards does not drag the anchored sheet.
**Effect and work.** Veil release starts one external wave but has no impact, damage, oxygen effect or compatible current rig packet. The sheet temporarily blocks required sight for both sides. It makes sheltered hostiles invalid automatic targets; it neither damages nor cancels world-time work. The persistent sheet state emits no further waves.
@@ 97,7 97,7 @@
**Read, evidence and targeting.** Preserve the low four-limbed body, hollow bell chest, dragging arms, rising moan, dust draw and bright bounded forward cone. Older compression plates under a hospital harness are visible; ascension apparatus and compression-treatment patient remain competing interpretations. After held local sight, Bellback faces the last seen point; it does not track through an unseen route.
- **Wind-up, action and recovery.** It plants and draws dust; the cone locks when the bright ripple fills. Completing the brace releases one pressure wave through that cone, then the chest collapses and it must unplant/refill before another brace. Leaving the cone or reaching hard cover avoids the release without cancelling it; displacing or defeating Bellback during brace interrupts it.
+ **Wind-up, action and recovery.** At the start of the visible plant/dust-draw warning, Bellback faces the last-seen point and the cone direction locks. The bright ripple fills within that already fixed cone. Completing the brace releases one pressure wave through it, then the chest collapses and it must unplant/refill before another brace. Leaving the cone or reaching hard cover avoids the release without cancelling it; displacing or defeating Bellback during brace interrupts it.
**Effect and response.** The release is one external attack wave. The pressure, shoved bodies and their resulting collisions are descendants of that wave. It damages condition and displaces the astronaut, loose objects and unbraced creatures until solid structure stops them; work stops only if displacement loses the control. Manual Nozzle can break the brace and Barrier can face the impact. A Dynamo feeds only when clamped to the struck Barrier or an explicitly named fixture surface, not from remote body collisions. Baseline pillar cover, walking out of the locked cone or concentrated cutter/ordinary fire remains viable.
@@ 126,12 126,12 @@
| Existing objective / encounter placement | Roles and first low-complexity cue | Later combination and decision | Reused trap/work and known quiet counterplay |
|---|---|---|---|
| **R1 / 1. Collar isolation / placement 1** | Two separated Pressers in clear Cargo Turn first teach backswing, direct lane and nearest visible target. The later isolation stage adds one visibly bracing Caller and its cued entrance. | Presser crowd + Caller asks whether to interrupt the call, finish a fastener or leave Fork in the shutter fixture. | Simple Triage Relay/alarm lead. Cutting the lead or exhausting the finite eligible group creates a shown quiet window; completed fasteners persist. |
- | **R1 / 2. Pace calibration / placement 2** | One Boltspitter with a single pillar teaches sac fill, final line lock and cover before the service-belt comparison. | A later Presser makes standing still for the gait record costly: clear it, bait the bolt, or defer. | Single-detent Sterilization Carousel. Cool detent and Boltspitter refill are separate visible windows; the same astronaut comparison remains possible without combat gear. |
- | **R1 / 3. First local latch / placement 3** | One Clampcrawler demonstrates its landing arc on an unpowered practice plate before the live latch is attempted. | Clampcrawler + Presser asks whether to bait the leap away, hold the lane, or abandon the unfinished latch stage. | 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** | One Flanker approaches through a fully visible side passage outside the prepared one-junction crossing, teaching the cross-lane chevron. | Pressers + Flanker must be cleared, bypassed or made quiet **before** transfer begins; the rescue itself does not become an escort encounter. | Quarantine Arc fixture and hard cover. Once the junction population/source is resolved, the authored short crossing has a quiet window. A person is never cargo. |
- | **R2 / 5. Builders' runs / placement 5** | A lone Veilbearer at the cable junction previews both anchors and the finite sheet edge. The pump hall can remain quiet for comparison. | On revisit, Veilbearer + Boltspitter asks whether to flank the veil, wait for decay or risk the locked firing line while committing a record. | Sterilization exchanger/Carousel sight glare. Record framing remains world time, but the completed record persists; veil collapse and Boltspitter refill are known windows. |
- | **R2 / 6. Pressure ledger / placement 6** | Glass Siphon first appears across two obvious pillars so a missed hose and full retraction teach the tether before valve work. | Siphon + Flanker makes the player choose between breaking drain, guarding the side lane or completing one cap/hand-cycle. It matters to persistent work and carrying-return margin, not only kills. | Breath Bank and cap checkpoints. Siphon retraction plus the Bank's opposite quiet lane makes a bounded work window; completed caps persist. |
- | **R3 / 7. Transfer pairs / placement 7** | One Veilbearer and separated evidence stations let the first sheet be walked around without pressure. | Later Boltspitter behind a two-sided veil asks whether to change observation angle, interrupt the cast or postpone the directional test. | One-way transfer fixture and optional Resuscitation Grid. Grid neutral/recharge and veil decay are visible; captured evidence persists, no arrival proves translation. |
+ | **R1 / 2. Pace calibration / placement 2** | One Boltspitter with a single pillar teaches sac fill, final line lock and cover before the service-belt comparison. If objective 5 was reached first, this remains a low-pressure reinforcement rather than a prerequisite. | A Presser makes standing still for the gait record costly: clear it, bait the bolt, or defer. | Single-detent Sterilization Carousel. Cool detent and Boltspitter refill are separate visible windows; the same astronaut comparison remains possible without combat gear. |
+ | **R1 / 3. First local latch / placement 3** | One Clampcrawler and a clear side step introduce the live latch's operator-position arc without a simultaneous Presser: start the stage, wait for jaw-flash lock, cancel, step out, then use its skid recovery. | On a later attempt or revisit, Clampcrawler + Presser asks whether to draw the committed leap, hold the lane, or abandon only the unfinished latch stage. | 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** | One Flanker approaches through a fully visible side passage outside the prepared one-junction crossing, teaching the cross-lane chevron. If objective 6 was reached first, this remains low-pressure reinforcement rather than a prerequisite. | Pressers + Flanker must be cleared, bypassed or made quiet **before** transfer begins; the rescue itself does not become an escort encounter. | Quarantine Arc fixture and hard cover. Once the junction population/source is resolved, the authored short crossing has a quiet window. A person is never cargo. |
+ | **R2 / 5. Builders' runs / placement 5** | The pump-hall approach first gives Boltspitter one straight line and one pillar with no Veil cast. In the cable junction, a Veilbearer sees the astronaut and one visible Presser behind a fixed transparent service rail; the Presser is a real eligible ally to screen but cannot reach the first cast, so both anchors and the finite sheet edge are low-pressure cues. | If the already visible Boltspitter survives or is bypassed, its connected approach into the cable junction is cued and it may walk behind the Veilbearer's next sheet, creating the combined choice: flank, wait for decay or risk the locked firing line while committing a record. If it was defeated, no replacement appears. | Sterilization exchanger/Carousel sight glare. Record framing remains world time, but the completed record persists; veil collapse and Boltspitter refill are known windows. The fixed separation and two cue bays are added staging inside this placement, not a spawn or prerequisite. |
+ | **R2 / 6. Pressure ledger / placement 6** | The authored long approach first exposes one Flanker in a fully visible side corridor with no Siphon line; then Glass Siphon appears across two obvious pillars so a missed hose and full retraction teach the tether before valve work. If objective 4 was reached first, the Flanker segment is reinforcement. | Siphon + Flanker in the valve area makes the player choose between breaking drain, guarding the side lane or completing one cap/hand-cycle. It matters to persistent work and carrying-return margin, not only kills. | Breath Bank and cap checkpoints. Siphon retraction plus the Bank's opposite quiet lane makes a bounded work window; completed caps persist. The separated approach is one added staging beat inside this placement. |
+ | **R3 / 7. Transfer pairs / placement 7** | A Veilbearer has sight of the astronaut and screens one visible Boltspitter across the separated evidence stations. Objective 5 has already supplied their separated low-pressure cues in both retained orders. | The valid paired cast asks whether to change observation angle, interrupt the cast or postpone the directional test. | One-way transfer fixture and optional Resuscitation Grid. Grid neutral/recharge and veil decay are visible; captured evidence persists, no arrival proves translation. |
| **R3 / 8. Balance and decontamination / placement 8, setpiece A** | Bellback is previewed alone across a fixed rib; its dust draw, cone lock and recovery can be read before already visible Pressers enter the same mechanism space. | Bellback + Pressers + Breath Bank/Phase-Balance turns force and timing into a cap/pin decision. See setpiece A. | Existing Phase-Balance and Breath Bank placement. Fixed rib, neutral line and completed cap/pin create the low-power path and durable progress. |
| **R3 / 9. Regulator reply / placement 9** | Shutterback first opens with only one Presser behind it, teaching the floor shadow and exposed carrier. | Shutterback + Caller asks whether to flank the plate, break clamps, stop the call or finish the R4 pull while sight is blocked. | Resuscitation Grid/strip-work fixture. A cut alarm lead, collapsed fan recovery and completed pull/plate states create known windows. |
| **R4 / 10. Ship readiness test / no new placement** | No station encounter is added to a ship-side installation/report. | Any component retrieval pressure belongs to its source objective rather than being recounted here. | Safe ship context; no enemy state or world-time work invented. |
@@ 140,6 140,8 @@
The most important exploration combinations are placement 6, where Siphon/Flanker pressure competes with a durable cap stage, and placement 8, where Bellback/Pressers interact with visible mechanism force while the player chooses a persistent cap/pin. Placement 9 similarly makes occlusion and finite reinforcement control matter to record/pull work rather than only kill speed.
+ **Two-order cue check.** Build-and-ship-first still sees Boltspitter at 2 before 5/7, Flanker at 4 before 6 and Bellback at 8 before 11. Language-and-network-first instead gets the always-authored separated Boltspitter and eligible Veilbearer cue bays at 5 before their pair at 7, and the Flanker-only long-approach segment at 6 before its valve mixture; 2 and 4 later reinforce those cues. These are spatial staging obligations inside placements 5 and 6, not journal-learned flags, new prerequisites, populations appearing from nowhere or extra objectives. The main Receiver Vault uses Siphon/Shutterback, whose separate placements 6/9 precede 11 in both orders; the cheaper Bellback substitution supplies its own threshold rehearsal below rather than assuming objective 8 was visited.
+
## Two authored major setpieces
### Setpiece A — Balance Gallery Hold (objective 8)
@@ 180,16 182,16 @@
The six ordinary roles cover direct lane, side angle, finite reinforcement, ranged line, occupied control and temporary sight. The three specials escalate body displacement, mobile occlusion and local oxygen drain. Each pressure changes movement or a world-time decision; none exists only as a health shape, steals property, demands one part or targets the player's successful build. Veilbearer earns its apparent overlap by teaching a bounded stationary occlusion before Shutterback's mobile group shelter; if that distinction is not readable, the ordinary role should be cut rather than multiplied.
- **Genuinely cheaper alternative: 6 ordinary / 2 special / 1 setpiece.** Retain all six ordinary roles plus Bellback and Glass Siphon. Omit Shutterback from the selected SMALL roster while preserving its source proposal for later consideration; Veilbearer carries the simpler sight-pressure function. Convert Balance Gallery from a major setpiece to an ordinary Bellback/mechanism placement, and retain Receiver Vault as the only setpiece using Bellback/Siphon rather than a fan. This removes one special adaptation and one bespoke staged layout, at the cost of less dynamic angular cover, spectacle and escalation. It does not promise retained playtime, add enemies elsewhere or turn the short rescue into compensation.
+ **Genuinely cheaper alternative: 6 ordinary / 2 special / 1 setpiece.** Retain all six ordinary roles plus Bellback and Glass Siphon. Omit Shutterback from the selected SMALL roster while preserving its source proposal for later consideration; Veilbearer carries the simpler sight-pressure function. Convert Balance Gallery from a major setpiece to an ordinary Bellback/mechanism placement, and retain Receiver Vault as the only setpiece using Bellback/Siphon rather than a fan. Its threshold must stage Bellback alone across one fixed pillar for a full warning-start lock, release and recovery before the Siphon line can overlap; both creatures are visibly present and no spawn is triggered. This self-contained rehearsal means the cheaper vault does not depend on objective 8, but it consumes part of the layout saving. The alternative still removes one special adaptation and one bespoke staged layout, at the cost of less dynamic angular cover, spectacle and escalation. It does not promise retained playtime, add enemies elsewhere or turn the short rescue into compensation.
**Overlap accounting.** Combat Rules already owns general perception, targeting, alerts, interruption and return; this page consolidates one bounded single-controller candidate and does not rewrite its parent. Traps And Encounter Progression already owns five families, the regional pressure rhythm and the first Pressure Gallery trace; setpiece A specializes that existing trace at objective 8 rather than adding a third setpiece. Horde Creature Proposals supplies the three special behaviors; this page classifies, allocates and integrates them rather than claiming three wholly new designs. Equipment Catalogue and Acquisition own parts, C/A and legal rig paths. Player Information owns cue presentation/accessibility equivalents. Save And Content State owns identities/transaction consistency.
- **Unique v1 increments.** This proposal adds three ordinary role definitions (Boltspitter, Clampcrawler, Veilbearer), scoped combat-state/placement extensions for the three existing ordinary roles and three existing special briefs, one shared combat-state sheet, ten encounter allocations inside existing objectives, and two setpiece specifications included within those ten. It adds zero regions, objectives, rooms, language/mystery chains, survivor scenes, equipment definitions or mechanism families. The setpieces reuse objective 8's Phase/Breath work and objective 11's pressure iris; their exact room geometry remains part of the future room/instance ledger and the twelve placed-mechanism inventory, not silently completed here.
+ **Unique v1 increments.** This proposal adds three ordinary role definitions (Boltspitter, Clampcrawler, Veilbearer), scoped combat-state/placement extensions for the three existing ordinary roles and three existing special briefs, one shared combat-state sheet, ten encounter allocations inside existing objectives, and two setpiece specifications included within those ten. Cross-order integrity adds two separated cue bays/fixed separation at placement 5 and one separated approach beat at placement 6; the cheaper roster carries one conditional Bellback threshold rehearsal. These are geometry/staging work inside already counted placements, not new encounters or rooms. The proposal adds zero regions, objectives, rooms, language/mystery chains, survivor scenes, equipment definitions or mechanism families. The setpieces reuse objective 8's Phase/Breath work and objective 11's pressure iris; their exact room geometry remains part of the future room/instance ledger and the twelve placed-mechanism inventory, not silently completed here.
This outcome advances the combat/interface/roster remainder of Production Scope's combined **Acquisition, build/combat interfaces and roster** row after Acquisition 26; it does not reopen or add the full Catalogue, Acquisition, Traps, Regional, Player Information, Save or older outline estimates. Remaining finite authoring is ten encounter-placement briefs with exact permitted geometry/populations/cue variants and recovery access; two setpiece room layouts satisfying the obligations above; role-specific presentation equivalents; encounter combinations against the final twelve mechanism placements; and an explicit multiple-ordinary-controller decision if such builds enter content. TARGET/STRETCH roles and variants remain unestimated.
## Self-check and unresolved interfaces
- All nine roles have a silhouette/warning, local perception, wind-up/action/recovery, effect on astronaut/work, interrupt/avoid/defeat conditions, player choice, manual rig response, no-unique-part baseline and causal-wave/Dynamo boundary. The allocation uses all nine roles across four regions, assigns ten encounters to existing objectives, counts two setpieces inside that ten, adds no encounter at ship-side objective 10 and invents none for unresolved objective 12. At least placements 6, 8 and 9 change persistent work or evidence decisions. The revisit compares two legal 6 C/6 A rigs and conserves material/property. No controller-free shot, global Dynamo, Fork amplification, remote drain, punitive counter-spawn, mandatory equipment gate, death material penalty, rescue exception, story truth or ending lock was added.
+ All nine roles have a silhouette/warning, local perception, wind-up/action/recovery, effect on astronaut/work, interrupt/avoid/defeat conditions, player choice, manual rig response, no-unique-part baseline and causal-wave/Dynamo boundary. Veil casts now name an eligible ally; Clampcrawler locks the operator position and distinguishes cancellation before/after commitment; Bellback locks its cone when the warning begins. The allocation uses all nine roles across four regions, assigns ten encounters to existing objectives, counts two setpieces inside that ten, adds no encounter at ship-side objective 10 and invents none for unresolved objective 12. Both retained Regional orders receive low-pressure Boltspitter and Flanker cues before their mixtures without objective or learned-state gates. At least placements 6, 8 and 9 change persistent work or evidence decisions. The revisit compares two legal 6 C/6 A rigs and conserves material/property. No controller-free shot, global Dynamo, Fork amplification, remote drain, punitive counter-spawn, mandatory equipment gate, death material penalty, rescue exception, story truth or ending lock was added.
Open decisions/interfaces are target override/assistance; multiple ordinary actuators; exact warning and recovery timings; damage, health, displacement and population; line/cover/camera rules; Barrier eligibility; Siphon drain presentation; Veil/Shutter visibility distinction; origin evidence and cast interpretations; alive-return populations; exact room geometry and shift-valid access; mechanism-instance allocation; performance/effect density; and acquisition/capacity values. Later owner-authorised implementation and observation with real players must establish readability, accessibility, combat value, build dominance, low-power viability, pressure pacing and performance. This paper contract proves none of them.
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