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Restructure Mission 7 for single-location design (SAFETYNET EOC)
Major design revision to accommodate single floor plan constraint while maintaining branching narrative and player choice. Key Changes to README.md: LOCATION CHANGE: - Changed from 4 separate physical facilities to single SAFETYNET Emergency Operations Center (EOC) - Player remains in SAFETYNET HQ throughout mission - 4 crisis response zones within same facility - Player chooses which crisis terminal to directly control - Other SAFETYNET teams (Alpha/Bravo/Charlie/Delta) visible working in adjacent zones FLOOR PLAN DESIGN: - 6 shared rooms (all branches visit these): 1. Emergency Briefing Room (choice presentation) 2. Main Operations Floor (central hub with all 4 crisis zones visible) 3. Server Room (VM challenges) 4. Communications Center (The Architect's taunts) 5. Intelligence Archive (Tomb Gamma discovery) 6. Debrief Room (outcomes revealed) - 1 branch-specific crisis terminal (player's choice determines which): 7A. Infrastructure Crisis Terminal (power grid remote control) 7B. Election Security Terminal (voter database protection) 7C. Supply Chain Terminal (software distribution security) 7D. Corporate Defense Terminal (corporate zero-day defense) NPC INTERACTION MODEL: - ENTROPY antagonists appear via video feeds/screens (not physically present in EOC) - Maintains distinct antagonists per branch without violating single-location constraint - Player interacts with remote operatives through crisis terminal displays FILE STRUCTURE SIMPLIFICATION: - Changed from 4 separate scenario files to 1 scenario.json.erb with ERB branching logic - Uses globalVariable "crisis_choice" to conditionally render crisis terminal content - Dramatically reduces development complexity while preserving 4 distinct narratives TECHNICAL APPROACH: - ERB conditionals switch crisis terminal NPCs/objects based on player choice - Shared rooms identical for all players (easier testing/maintenance) - VM challenges reusable across all branches - LORE reveals centralized in Intelligence Archive - Timer mechanic consistent regardless of choice BRANCHING PRESERVATION: - ✅ Still 4 distinct story paths (Infrastructure/Data/Supply Chain/Corporate) - ✅ Still meaningful choice with permanent consequences - ✅ Still deterministic outcomes matrix for unchosen operations - ✅ Still unique antagonists per branch (via video feeds) - ✅ Still branch-specific technical challenges at crisis terminals BENEFITS: - Drastically reduces development time (1 scenario vs 4) - Easier to maintain consistency across branches - Simpler testing (test shared rooms once, then 4 crisis terminal variations) - Cleaner file structure - More realistic (command center coordination vs field deployment) Next Steps: - Update stage 0 planning documents to reflect single-location design - Begin scenario.json.erb implementation with shared rooms - Implement choice mechanism in Emergency Briefing Room - Build crisis terminal templates
This commit is contained in:
@@ -12,31 +12,101 @@ The Architect's coordinated attack launches simultaneously across four targets.
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This is a **branching mission** where the player makes a critical choice at the start that determines the entire scenario they will play. All four options share common mechanics but have unique settings, NPCs, and narrative contexts.
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## Four Simultaneous Operations (Player Chooses ONE)
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## Single Location: SAFETYNET Crisis Operations Center
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### Option A: "Infrastructure Collapse" (Critical Mass Cell)
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**Setting:** Power grid control facility
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**Threat:** Major city blackout, high civilian casualties
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**Setting:** SAFETYNET headquarters - Emergency Operations Center (EOC)
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**Layout:** Single floor plan with 4 specialized crisis response zones
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**Context:** All 4 simultaneous attacks are being monitored and coordinated from this central command facility
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The player is physically in the SAFETYNET EOC throughout the mission. The "choice" determines which crisis terminal/zone they take direct control of, while other SAFETYNET teams handle the remaining operations from adjacent zones.
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## Four Crisis Response Zones (Player Chooses ONE to Directly Control)
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### Zone A: "Infrastructure Collapse" (Critical Mass Cell)
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**Terminal Focus:** Power grid control systems
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**Remote Target:** Pacific Northwest power grid
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**Threat:** Major city blackout, high civilian casualties (240-385 deaths)
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**Stakes:** Immediate loss of life vs. long-term infrastructure damage
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**Cell Leader:** Marcus "Blackout" Chen - Critical Mass coordinator
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**SAFETYNET Team:** Team Alpha monitors from adjacent zone
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### Option B: "Data Apocalypse" (Ghost Protocol + Social Fabric)
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**Setting:** Data center / election systems facility
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### Zone B: "Data Apocalypse" (Ghost Protocol + Social Fabric)
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**Terminal Focus:** Election security and data protection systems
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**Remote Target:** Federal voter database and election infrastructure
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**Threat:** Massive data breach + coordinated disinformation targeting elections
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**Stakes:** Democratic integrity, election manipulation, public trust collapse
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**Cell Leaders:** Ghost Protocol hacker + Social Fabric narrative coordinator
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**Stakes:** 187M records stolen, democratic integrity, 20-40 deaths from civil unrest
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**SAFETYNET Team:** Team Bravo monitors from adjacent zone
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### Option C: "Supply Chain Infection" (Supply Chain Saboteurs)
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**Setting:** Software distribution center
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**Threat:** Nationwide software supply chain backdoor insertion
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**Stakes:** Long-term espionage capability, millions of systems compromised
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**Cell Leader:** Supply Chain Saboteurs operations manager
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### Zone C: "Supply Chain Infection" (Supply Chain Saboteurs)
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**Terminal Focus:** Software distribution and signing infrastructure
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**Remote Target:** TechForge software update platform
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**Threat:** Nationwide software supply chain backdoor insertion (47M systems)
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**Stakes:** Long-term espionage capability, $240-420B damage over 10 years
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**SAFETYNET Team:** Team Charlie monitors from adjacent zone
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### Option D: "Corporate Warfare" (Digital Vanguard + Zero Day Syndicate)
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**Setting:** Fortune 500 corporate headquarters
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**Threat:** Coordinated zero-day attacks on major companies
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**Stakes:** Economic damage, market instability, corporate espionage
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**Cell Leaders:** Digital Vanguard + Zero Day Syndicate coordinators
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### Zone D: "Corporate Warfare" (Digital Vanguard + Zero Day Syndicate)
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**Terminal Focus:** Corporate security and zero-day defense systems
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**Remote Target:** 12 Fortune 500 corporations via TechCore SOC
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**Threat:** Coordinated zero-day attacks, economic collapse
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**Stakes:** $280-420B economic damage, 140K-220K job losses, 80-140 deaths
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**SAFETYNET Team:** Team Delta monitors from adjacent zone
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## SAFETYNET EOC Floor Plan (Shared Across All Branches)
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**Location:** SAFETYNET headquarters underground facility
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**Single Floor Layout with Common Rooms:**
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### Shared Rooms (All Branches)
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1. **Emergency Briefing Room** - Pre-mission choice presentation, Agent 0x99 coordinates
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2. **Main Operations Floor** - Central hub, see all 4 crisis zones, other teams working
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3. **Server Room** - VM access point, SecGen "Putting it together" challenges
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4. **Communications Center** - The Architect's taunts appear here, intercept ENTROPY comms
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5. **Intelligence Archive** - Discover Tomb Gamma location, SAFETYNET mole evidence
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6. **Debrief Room** - Post-mission outcomes revealed
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### Branch-Specific Crisis Terminals (Player Chooses ONE)
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7A. **Infrastructure Crisis Terminal** - Power grid control systems (if player chooses Zone A)
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7B. **Election Security Terminal** - Voter database protection (if player chooses Zone B)
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7C. **Supply Chain Terminal** - Software distribution security (if player chooses Zone C)
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7D. **Corporate Defense Terminal** - Zero-day mitigation systems (if player chooses Zone D)
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**Layout Design:**
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```
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┌─────────────────────────────────────────────────┐
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│ Emergency Briefing Room (Choice Presentation) │
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└──────────────────┬──────────────────────────────┘
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│
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┌──────────────────▼──────────────────────────────┐
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│ Main Operations Floor │
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│ ┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐ │
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│ │Zone A│ │Zone B│ │Zone C│ │Zone D│ │
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│ │Team │ │Team │ │Team │ │Team │ │
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│ │Alpha │ │Bravo │ │Charlie│ │Delta │ │
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│ └──────┘ └──────┘ └──────┘ └──────┘ │
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│ │
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│ [Player takes control of ONE zone] │
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└─────┬──────────────┬──────────────┬─────────────┘
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│ │ │
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▼ ▼ ▼
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┌─────────┐ ┌────────────┐ ┌──────────────┐
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│ Server │ │Communica- │ │Intelligence │
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│ Room │ │tions Center│ │ Archive │
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│(VM/CTF) │ │(Architect) │ │(Tomb Gamma) │
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└─────────┘ └────────────┘ └──────────────┘
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│
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▼
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┌────────────────────────┐
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│ Debrief Room │
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│ (Outcomes Revealed) │
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└────────────────────────┘
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```
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**How Branching Works:**
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- Player starts in Emergency Briefing Room (all branches identical)
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- Makes choice → gains access to ONE crisis terminal on Main Operations Floor
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- All shared rooms accessible regardless of choice
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- Player's chosen crisis terminal becomes "active" with unique NPCs and challenges
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- Other 3 zones show SAFETYNET teams working (background activity)
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- Debrief room reveals outcomes of all 4 operations (deterministic based on choice)
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## Shared Mechanics Across All Options
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@@ -54,46 +124,66 @@ This is a **branching mission** where the player makes a critical choice at the
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- Disable coordinated attack before timer expires
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### Narrative Beats (Shared)
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1. **Emergency briefing** - All four attacks detected, player chooses
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2. **Intense infiltration** - Race against clock at chosen target
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3. **First contact with The Architect** - Voice only, taunting remotely
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4. **Disable attack** - With seconds remaining
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5. **Immediate debrief** - Learn outcomes of other operations
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1. **Emergency briefing** - All four attacks detected simultaneously, Agent 0x99 presents crisis
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2. **Choice moment** - Player chooses which crisis terminal to take direct control of
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3. **Race against clock** - 30-minute timer, work with other teams visible in background
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4. **First contact with The Architect** - Taunts via Communications Center throughout
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5. **VM exploitation** - Server Room challenges apply to chosen crisis
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6. **Disable attack** - Crisis terminal-specific sequence with seconds remaining
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7. **Immediate debrief** - Learn outcomes of all 4 operations in Debrief Room
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## Branching Structure Design
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### Pre-Mission: Choice Sequence
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Player is presented with crisis briefing showing all four operations:
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- Agent 0x99 explains each threat
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- Stakes and consequences outlined
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- Player makes informed choice
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- Other SAFETYNET teams deploy to remaining targets
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### Pre-Mission: Emergency Briefing Room
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Player starts in SAFETYNET EOC Emergency Briefing Room:
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- Agent 0x99 explains all four simultaneous crises
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- Display screens show each attack in progress
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- Stakes and consequences outlined for each option
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- Player makes informed choice of which crisis to take direct control
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- Other SAFETYNET teams visible at their crisis terminals
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### During Mission: Chosen Scenario
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Player experiences one complete scenario based on choice:
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- Unique location, NPCs, and story context
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- Shared timer mechanic (30 minutes in-game)
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- Shared VM challenge structure
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- The Architect taunts via audio/text communications
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### During Mission: Single Location, Branching Gameplay
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Player remains in SAFETYNET EOC throughout mission:
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- **Shared rooms:** All players visit same Server Room, Communications Center, Intelligence Archive
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- **Branching element:** Player's chosen crisis terminal determines:
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- Which NPCs they interact with (ENTROPY operatives appearing on screens/video feeds)
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- Which technical systems they exploit
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- Which narrative they experience
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- **Background activity:** Other 3 crisis zones show SAFETYNET teams working (ambient NPCs)
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- **Shared timer:** 30-minute countdown visible on all screens
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- **The Architect:** Taunts appear in Communications Center regardless of choice
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### Post-Mission: Outcomes Matrix
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Based on player choice and performance:
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### Post-Mission: Debrief Room Outcomes
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All players end in same Debrief Room:
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- **Player's operation:** Success or failure (performance-based)
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- **Operation 1 (unchosen):** Full success (team got lucky)
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- **Operation 2 (unchosen):** Partial success (mitigated, not stopped)
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- **Operation 3 (unchosen):** Failure (attack succeeded)
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- **Operation 1 (unchosen):** Full success (Team got lucky)
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- **Operation 2 (unchosen):** Partial success (Mitigated, not stopped)
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- **Operation 3 (unchosen):** Failure (Attack succeeded)
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- Which unchosen operations succeed/fail is **deterministic** based on player's choice
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Which unchosen operations succeed/fail is **deterministic** based on player's choice.
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**Example Outcome Matrix:**
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- **If player chose Infrastructure (A):** Data (B) partial success, Supply Chain (C) full success, Corporate (D) failure
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- **If player chose Data (B):** Infrastructure (A) failure, Supply Chain (C) partial success, Corporate (D) full success
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- **If player chose Supply Chain (C):** Infrastructure (A) partial success, Data (B) full success, Corporate (D) failure
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- **If player chose Corporate (D):** Infrastructure (A) full success, Data (B) failure, Supply Chain (C) partial success
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## Key NPCs
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### Shared NPCs
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- **Agent 0x99 "Haxolottle"** - Command support, coordinates response, visible stress
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- **The Architect** - First appearance (voice/text only), taunts player throughout
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- **SAFETYNET Teams Alpha/Bravo/Charlie** - Handle unchosen operations (referenced)
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### Shared NPCs (All Branches)
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- **Agent 0x99 "Haxolottle"** - Present in Emergency Briefing Room and Debrief Room, coordinates all operations
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- **Director Patricia Morgan** - SAFETYNET Director, appears in Debrief Room to deliver consequences
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- **The Architect** - First direct contact (text messages in Communications Center), taunts throughout
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- **SAFETYNET Team Leads** - Team Alpha/Bravo/Charlie/Delta (3 teams player doesn't control, visible working in background)
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- **Tech Analyst David Chen** - Server Room assistant, helps with VM challenges
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### Option-Specific NPCs
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Each option has 2-3 hostile ENTROPY operatives and 1-2 cell leaders to confront.
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### Branch-Specific NPCs (Via Video Feeds/Screens)
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Each branch features ENTROPY operatives appearing on crisis terminal screens:
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- **Option A:** Marcus "Blackout" Chen (Critical Mass) - at power grid facility
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- **Option B:** "Specter" + Rachel Morrow (Ghost Protocol + Social Fabric) - at election center
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- **Option C:** Adrian Cross (Supply Chain Saboteurs) - at TechForge facility
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- **Option D:** Victoria "V1per" Zhang + Marcus "Shadow" Chen (Digital Vanguard + Zero Day Syndicate) - at TechCore SOC
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**Key Design Note:** ENTROPY operatives don't physically infiltrate SAFETYNET EOC. Player interacts with them via video feeds, intercepted communications, and crisis terminal displays. This maintains single-location constraint while preserving distinct antagonists per branch.
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## LORE Opportunities
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@@ -160,47 +250,104 @@ Each option can be developed independently:
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## File Structure
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**Single Location Design - One Scenario File with Branching Logic:**
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```
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scenarios/m07_architects_gambit/
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├── README.md (this file)
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├── README.md (this file - design overview)
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├── mission.json (metadata with CyBOK mappings)
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├── scenario_choice.json.erb (pre-mission choice sequence)
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├── scenario_option_a_infrastructure.json.erb
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├── scenario_option_b_data.json.erb
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├── scenario_option_c_supply_chain.json.erb
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├── scenario_option_d_corporate.json.erb
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├── scenario.json.erb (SINGLE scenario file with branching via player choice variable)
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│ # Contains all 7 shared rooms + conditional crisis terminals based on choice
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│ # Rooms 1-6 identical for all players
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│ # Room 7 (crisis terminal) varies: 7A, 7B, 7C, or 7D based on globalVariable "crisis_choice"
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├── ink/
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│ ├── m07_opening_briefing.ink (choice presentation)
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│ ├── m07_phone_agent_0x99.ink (handler support, all options)
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│ ├── m07_architect_taunts.ink (The Architect's communications)
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│ ├── m07_closing_debrief.ink (outcomes reveal)
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│ ├── m07_option_a_npcs.ink
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│ ├── m07_option_b_npcs.ink
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│ ├── m07_option_c_npcs.ink
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│ └── m07_option_d_npcs.ink
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│ ├── m07_opening_briefing.ink (Emergency Briefing Room - choice presentation)
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│ ├── m07_phone_agent_0x99.ink (agent handler support - all branches)
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│ ├── m07_architect_comms.ink (Communications Center - The Architect taunts)
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│ ├── m07_closing_debrief.ink (Debrief Room - outcomes based on choice and performance)
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│ ├── m07_crisis_terminal_a.ink (Infrastructure Crisis Terminal NPCs - Marcus Chen via video)
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│ ├── m07_crisis_terminal_b.ink (Election Security Terminal NPCs - Specter + Rachel via video)
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│ ├── m07_crisis_terminal_c.ink (Supply Chain Terminal NPCs - Adrian Cross via video)
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│ ├── m07_crisis_terminal_d.ink (Corporate Defense Terminal NPCs - Victoria + Marcus via video)
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│ └── m07_director_morgan.ink (Director Patricia Morgan - debrief authority figure)
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└── planning/
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├── stage_0_option_a.md
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├── stage_0_option_b.md
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├── stage_0_option_c.md
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└── stage_0_option_d.md
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├── stage_0_option_a_infrastructure.md (original design - now adapted)
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├── stage_0_option_b_data.md (original design - now adapted)
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├── stage_0_option_c_supply_chain.md (original design - now adapted)
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└── stage_0_option_d_corporate.md (original design - now adapted)
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```
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**How Single-Scenario Branching Works:**
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The scenario.json.erb uses conditional logic based on `globalVariables.crisis_choice`:
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```json
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{
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"globalVariables": {
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"crisis_choice": "", // Set to "infrastructure", "data", "supply_chain", or "corporate"
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"crisis_choice_made": false,
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...
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},
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"rooms": {
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"emergency_briefing": { /* Choice made here */ },
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"operations_floor": { /* Shared room */ },
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"server_room": { /* Shared VM room */ },
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"communications_center": { /* Shared, Architect appears */ },
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"intelligence_archive": { /* Shared, Tomb Gamma discovery */ },
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// Conditional crisis terminal - only ONE appears based on choice
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"crisis_terminal": {
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"type": "<%= crisis_choice == 'infrastructure' ? 'room_control_center' :
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crisis_choice == 'data' ? 'room_servers' :
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crisis_choice == 'supply_chain' ? 'room_office' :
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'room_office' %>",
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"npcs": "<%= /* Load appropriate NPC set based on choice */ %>",
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...
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},
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"debrief_room": { /* Shared, outcomes revealed */ }
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}
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}
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```
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This approach:
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- ✅ Single floor plan (all players visit same rooms 1-6)
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- ✅ Branching narrative (crisis terminal content varies)
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- ✅ Maintains 4 distinct story paths
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- ✅ Simpler to develop and test than 4 separate scenarios
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- ✅ Shared VM challenges, timer, and mechanics
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- ✅ Reduces file duplication significantly
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## Development Notes
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**Complexity Warning:** This is the most complex mission in Season 1. It requires:
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- 4 complete scenario files (essentially 4 mini-missions)
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- Single scenario file with branching ERB logic
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- Choice mechanism that sets global variable
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- Shared timer and consequence systems
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- Branching narrative tracking
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- Branching narrative within same location
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- Variable outcome matrix
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- 4 distinct crisis terminal implementations
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**Recommended Approach:**
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1. Build shared systems first (choice, timer, outcomes)
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2. Develop one complete option as template
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3. Clone and modify for remaining options
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4. Test all paths thoroughly
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1. **Phase 1:** Build shared rooms (Emergency Briefing, Operations Floor, Server Room, Communications Center, Intelligence Archive, Debrief Room)
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2. **Phase 2:** Implement choice mechanism in Emergency Briefing Room (set crisis_choice variable)
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3. **Phase 3:** Build ONE crisis terminal completely (e.g., Option A Infrastructure) as template
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4. **Phase 4:** Clone crisis terminal logic for Options B, C, D with unique NPCs and dialogue
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5. **Phase 5:** Implement Debrief Room with deterministic outcomes matrix
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6. **Phase 6:** Test all 4 paths thoroughly
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**Technical Considerations:**
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- How does game engine handle scenario selection based on player choice?
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- Timer implementation needs to be robust across all scenarios
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- Outcome tracking must persist to M8-10
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- The Architect's taunts should feel consistent across options
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- ERB conditional logic must cleanly switch crisis terminal content based on globalVariable
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- Timer implementation must work consistently regardless of choice
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- Outcome tracking must persist to M8-10 via campaign state
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- The Architect's taunts in Communications Center should reference player's choice contextually
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- NPC dialogues via video feeds must feel present despite remote locations
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- Background SAFETYNET teams should show appropriate activity in unchosen zones
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**Single-Location Benefits:**
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- ✅ Drastically reduces development time (1 scenario file vs. 4)
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- ✅ Easier to maintain consistency (shared rooms identical across branches)
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- ✅ VM challenges reusable (same Server Room for all players)
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- ✅ LORE reveals centralized (Intelligence Archive shared)
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- ✅ The Architect presence consistent (same Communications Center)
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- ✅ Simpler testing (test shared rooms once, then test 4 crisis variations)
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