Hold the Flood — Enemies and Encounters

PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Combat and Enemy Designer (proposed); Lead interim · Awaiting author validation/transfer. Source: Design Document r13 / 50046f, sections 3–4 and 15. This records the existing proposal, not an accepted expansion design. The cited source owns its detailed rules until the author explicitly adopts this destination. Design Index · Expansion Brief.

Current coverage

The current complete-product proposal has one enemy type with size/tint variants. The fiction describes organisms carrying charge, but enemy identity and setting have not been fixed by the owner. Size or tint alone does not establish a distinct enemy role.

Existing behavior combines scheduled surges, attraction to reachable lit beacons, local pursuit of the player, and outward pressure from a held crowd. Ordinary nearby enemies can be cut down; groups in connected water can be stunned to shed charge. An organism sheds once per expedition, and the source marks it visibly dimmer afterward to prevent repeated harvest of the same target.

These rules create route pressure and a resource interaction. They do not yet provide a varied roster or campaign encounter progression. Read the complete rule and precedence in GDD r13; the proposed shared-rule destination is Power and Attraction.

First useful expansion — CMB101

Propose six behavior roles and two contrasting mixed encounters. Six is a bounded first submission, not the final roster. For each role state the player's visible warning, behavior, threat, counterplay, interactions with machinery and equipment, and the district conditions that give it a purpose. Demonstrate why an enemy combination changes priorities rather than only multiplying health or crowd density.

Recommend the role of elites or bosses only if they support the game's exploration and experimentation; do not add a boss checklist by convention. Work with Campaign on encounter placement and Equipment on attack/status grammar. Every new behavior needs a plausible presentation using existing assets or an explicitly unapproved asset gap. No creature art is authorized.

The intended survivorlike combat progression must remain clear alongside machinery puzzles. Document decisions and plausible consequences; enjoyment, readability under actual crowd density and balance remain unverified until an owner-authorized later phase.

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