Docs: roadmap — Phase 1.5b World Alive II locked (all four bundles)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -156,6 +156,25 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
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durability); no cover in Boss rooms; backstop re-validated live (block/depenetrate/carve all proven).
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Follow-ups: Charger smashes cover; true projectile-blocking. See [[Destructible_Cover_Build_Spec]].
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### Phase 1.5b — World Alive II (operator expansion, 2026-07-10; ALL four bundles locked)
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Post-1.5 operator verdict: barrels fixed (radius disc + 1.5 s fuse, `eb7f57216`) but **"the ground is very
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plain"** — expand 1.5 before 1.7. Locked bundles, sequenced ground-first:
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1. **Ground bundle** (the stated pain): (a) ground MATERIAL pass — macro-noise blended albedo (generated
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textures + Synty terrain textures), per-BIOME ground tint driven client-side (the WorldAtmosphere
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sibling), rim-darkening vignette overlay; (b) **per-room dressing scatter** — client-only, seeded off the
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replicated run seed, cosmetic `SM_Env_Ground_*` detail meshes (ripples/cracks/pebbles/bones), torn down
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with the room; (c) base worn paths (spawn→warpgate→storage); (d) re-enable curated base flora (~300
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inactive props; they inherit sway/rustle).
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2. **Decals**: dynamic explosion scorch marks (fading quad pool at boom sites), static POI scorch/cracks,
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cover damage-crack states (URPMaterialPropertyBaseColor darkening keyed on replicated Remaining).
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3. **Hazard variant**: Blight geyser (periodic both-sides AoE on the HazardExplosion + telegraph-disc
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chassis) — mini design review first (new replicated erupt-phase surface).
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4. **Critters + weather beats**: fleeing bugs/birds; cloud-shadow drifts; Blight lightning flicker.
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Gate: the same "no longer static" lap, now with the ground judged explicitly.
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**Gate:** operator playtest says "no longer static"; node harvest feedback visibly works; art direction LOCKED.
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## Phase 1.7 — Boon overhaul (PULLED FORWARD from Phase 3, operator call 2026-07-07)
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