Commit c88876

2026-09-10 17:27:27 Anonymous: Remove review history and align superseded prose with current design rules
hold the flood/traps and encounter progression.md ..
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## Shared hazard contract
- A mechanism exposes its cause before or with its first consequential action: a moving part, gauge, lit path, sound with a visual directional equivalent, or visible trigger volume. Quiet looking does not activate it unless it is visibly a gaze sensor. Capturing, changing a control, rewiring, cutting, or testing happens in world time. The journal freezes mechanisms, enemies, oxygen, projectiles, readiness, and action progress; it completes nothing and advances no timing window.
+ A mechanism exposes its cause before or with its first consequential action: a moving part, gauge, lit path, sound with a visual directional equivalent, or visible trigger volume. Quiet looking does not activate it unless it is visibly a gaze sensor. Capturing, changing a control, rewiring a station mechanism, cutting, or testing happens in world time. The journal freezes mechanisms, enemies, oxygen, projectiles, readiness, and action progress; it advances no world-time work or timing window. Compatible links between accessible mounted rig parts can be changed during that pause under [Build Rules](/Hold%20The%20Flood/Build%20Rules); physical fitting and removal still take running time.
Each staged disable or reconfiguration names physical checkpoints. Damage alone does not cancel a stage; canceling, displacement from the control, or an occupied control can. Completed checkpoints persist; an unfinished stage is lost on withdrawal or death. Temporary timing states reset as stated below. Death returns everything still carried, leaves consumed, dropped, or installed property in its actual state, and shifts unbound geography. No mechanism grants a cache, extraction gate, sacrifice requirement, survivor result, route revelation, translation, or joining exception.
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| **Ascension Works** | Open galleries alternate with narrow force rooms; safe-looking shortcuts demand local testing. Work is sparse but displacement can cost an unfinished stage. | Denser pressers plus candidate Bellback and Shutterback appearances; Phase-Balance chambers and stronger Breath Banks. | Hazards affect enemies too, cover changes automatic targeting, and observed cadence can be prepared for rather than stat-checked. |
| **Core Transfer Fringe** | Several objectives can be approached from whichever current adjacency exists; selective high-pressure mechanisms guard evidence or reusable infrastructure, not every path. | Mixed ordinary groups, callers, and one of the proposed special roles at a time; layered Resuscitation Grids, Carousels, and a composite relay instance. | Earlier signals combine into practical predictions. The player chooses safe disable, dangerous reuse, or overpowering combat while preserving capacity for findings. |
- Population and placements may differ between expeditions. Clearing a crowd wins that local population for the expedition; no mechanism spawns a compensating elite. A group may arrive only through a readable route, perception cue, caller, or mechanism alert.
+ A living return preserves the arrangement, defeated creatures and spent releases; surviving groups may still move along readable routes. Death shifts unconnected geography and resets transient crowds under [Combat Rules](/Hold%20The%20Flood/Combat%20Rules). Clearing a crowd never causes a compensating elite or extra release. An arriving group uses a readable physical route, with perception, a Caller or a mechanism alert able to wake an announced source. The individual mechanism timing resets above remain separate from population persistence.
## Two worked encounters
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## Scope, exclusions, and later evidence
- **This first-pass package:** five family rules, a four-region pressure map, two encounter traces, and persistence checks. Planning envelope: Systems authoring **6–10 role-hours**, focused review **3–5**, response **2–4**; **11–19 total**. It advances narrower portions of the outline's separate trap and encounter rows; it does not complete both original allowances or recount creature, equipment, survival, combat, or interface work.
+ **Current coverage.** This article supplies five mechanism-family rules, a four-region pressure map and two encounter examples, including their persistence rules. [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) supplies the current first-pass **13 major placed mechanisms**, including core isolation.
- **Dated 8 September planning envelope, before the placed inventory:** the proposed **12 placed mechanism instances** across five families, four detailed regional pressure briefs and their cross-instance dependency check were estimated at Systems **24–40 author role-hours**, focused review **6–10**, response **3–5**; **33–55 total**. The current first-pass inventory is already provided by [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory): **13 major placed mechanisms**, including the separately cross-listed core isolation, alongside the existing regional pressure map. Later detailed work extends those briefs through exact geometry, warning and stage variants, state transitions, alternatives, current-region placement, withdrawal boundaries, persistent-mass rearming and safe or unsafe Nozzle-recoil clearance. The non-v1 remainder of this historical envelope is absorbed by [Production Scope](/Hold%20The%20Flood/Production%20Scope)’s M4 **Encounters and mechanisms** roll-up; do not add33–55 again. The envelope excludes creature roster/behaviour, equipment definitions, interface and accessibility cue design, survivor scenes, language-chain writing, reusable room-module and objective authoring, implementation, assets, numerical tuning, simulation, and playtesting. A room, scene, clue, or set-piece hosting a mechanism is one cross-listed content unit, not additive labor in every category. TARGET/STRETCH remain unestimated.
+ **Remaining design work.** Extend those briefs through exact geometry, warning and stage variants, state transitions, alternatives, current-region placement, withdrawal boundaries, persistent-mass rearming and safe or unsafe Nozzle-recoil clearance. [Production Scope](/Hold%20The%20Flood/Production%20Scope) owns the current planning estimates and shared content accounting.
+
+ **Exclusions.** This mechanism work does not include creature roster/behaviour, equipment definitions, interface and accessibility cue design, survivor scenes, language-chain writing, reusable room-module and objective authoring, implementation, assets, numerical tuning, simulation or playtesting. A room, scene, clue or setpiece hosting a mechanism is one shared content unit. TARGET/STRETCH remain unestimated.
Later owner-authorized implementation and observation must test readability under horde density, whether five families remain distinct, whether bypass and overpower routes are viable, whether reusable hazards feel discovered rather than scripted, and whether death shifts preserve understanding without creating route confusion. This paper design establishes none of those outcomes.
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