diff --git a/Docs/Vault/07_Sessions/2026/2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets.md b/Docs/Vault/07_Sessions/2026/2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets.md index ffcdeacb1..e4df5d68e 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets.md @@ -61,10 +61,21 @@ essence (one atlas, ~3 materials, zero per-asset texturing). The in-engine style reel + player zone; two frames; manual-aim windups. Nothing fires in-game until the Sparks land (or the default loadout above). -## Next +## Group B — started -Run the group-A L3 gate (bake the default loadout → 2-instance Play → fire keys 1&2 → verify server==client + -SpawnId no-desync + rollback + eyeball feel), then Group B content. +- **Blink Spark shipped** (`52818d0dd`): `AbilityArchetype += Movement`; `AbilityId +=` the 5 Phase-1 Sparks; + `BlinkState` + `BlinkSystem` (velocity blink, dash-wins precedence, socket-triggered, sole writer of its + socket's cooldown row); baked on the player. L1 clean, L2 494/494. **Dead until a Blink Spark def is + socketed** (the ability-database SO edit is next). (The EditMode runner flaked mid-run once — orphaned job + held the lock; a forced domain reload cleared it, re-run 494 green. Infra flake, not code.) + +## Next (remaining Group B) + +Ability-database **Spark defs** (SO: the 5 rows + archetypes + hook's projectile prefab) → **Aoe/Hitscan +dispatch** in AbilityFireSystem + decoy/zone/vortex **interpolated ghost prefabs** → the **Harpooner reel** +homing state + **player zone** periodic-AoE → **two frames** (chassis reskin + default socket loadouts) → +**manual-aim windups** → the **feel L3 gate** (operator's eyes, against real Sparks) + the induced-rollback +belt-and-suspenders. Then Group C (underwater feel) + step 8 light-relevancy (shares the world-model review). ## Related