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Preserve the recognizable named-monster camp spots that give existing
areas their identity while migrating ordinary and rare/elite spawning to the
bounded encounter-zone model. The physical camp, local monster theme,
level/region context, and expectation that an unusual named threat may appear
there should survive the migration even though the named monster is no longer
copied into every map spawn definition.
This issue owns the authored-content and migration contract. Runtime caps,
reservations, placement, and persistence remain owned by the cross-stack
encounter/runtime issues linked below.
Important
atrinik/content@main is the sole mutable authored content source. Any
Classic-compatible projection is derived and validated separately; this
issue does not authorize a live 1.x authoring path.
Product rules
Preserve existing camp identity
Inventory existing named camp locations, beginning with the Fahrgorm and
Thrakir locations, and assign each a stable authored site identity. Preserve
the original map area/landmarks, family, level band, environment, schedule,
approach, leash/return expectations, and local ordinary population as
authored context.
Represent the camp as a bounded encounter site or hotspot in the generic
zone contract, not as a coordinate-local named monster. Ordinary members and
rare/elite members may be placed safely within the preserved footprint; the
exact old spawn tile is not itself the identity contract.
Give an existing camp site a deliberately higher, centrally bounded weight
or eligibility bias for appropriate named rare/elite profiles from its local
family, region, and level band. This should make the old camp feel like a
reliable place to hunt for something unusual without guaranteeing a specific
name, bypassing the global active cap, or creating a reroll on map reload.
Allow additional sites to be authored through stable IDs, regional/family
constraints, and the same cap/cooldown/placement rules. New sites must add
meaningful geography or route variety, not duplicate a name at another
arbitrary coordinate.
Remove duplicate map implementation
Migrate Fahrgorm, Thrakir, and later named variants from repeated inline
map templates into validated variant/profile and site data. Maps select the
site, family, roster, and bounded local tuning; they do not embed a complete
named monster definition at every eligible point.
Keep named-variant selection, elite/rare rank, global active limits,
reservations, cooldowns, and restart/unload behavior in the authoritative
encounter controller. A hotspot bias is only an input to a bounded selection
decision; it is never an independent local cap or an unbounded retry loop.
If a named reservation is unavailable, the site continues with valid
ordinary population or a bounded deferral according to the runtime contract;
it must not create duplicate named instances or silently turn every camp into
a guaranteed rare spawn.
Preserve authored named exceptions
Story-tied named actors remain explicit authored actors, not candidates for
random replacement or generic elite selection. This includes named NPCs such
as King Rhun, bespoke bosses, and named monsters whose identity or reward
is part of the location's story or progression—for example, a monster that
drops a special key for the dungeon or gate where it appears.
Use stable semantic classifications such as story_actor, quest_gate, key_holder, static_named, or an equivalent validated identity; never infer
an exception from a display-name substring. These actors retain their exact
location/availability, quest or gate credit, key/container behavior, and
authored rewards. The migration must fail closed when an actor's classification
or reward ownership is uncertain. Roaming named-variant reward tables must not
silently acquire keys, one-drop progression items, or irreplaceable story
objects.
Migration classification
Every legacy named or named-looking spawn is classified before conversion:
Preserved camp site — retain the physical camp and convert its named
possibility into a hotspot/profile bias.
Static story or progression actor — retain the explicit authored actor
and its exact behavior/rewards.
Ordinary eligible population — migrate to a family/role/zone roster
after the pilot proves equivalent local pressure and pacing.
Scripted, connected, schedule-special, summon, boss, or ambiguous —
remain explicit until a focused contract owns them; ambiguous records fail
closed.
The audit must record the source map/style, stable actor or site identity,
family/region/level context, relevant quest/key/reward links, old and new
selection behavior, and the reason for each classification. No migration may
delete a recognizable camp solely because its current implementation is
duplicated in map data.
Acceptance criteria
A reviewed inventory identifies the existing named camp sites, including
the Fahrgorm and Thrakir sites, their physical footprints, local themes,
source schedules, level bands, and relevant reward context.
The migrated sites retain their recognizable geography and local camp
behavior while ordinary and named members are selected from centralized,
validated data rather than duplicate map-local named templates.
Existing camp sites have a tested, higher bounded opportunity for an
appropriate regional/family/level-matched named rare or elite, while the
authoritative global cap, reservation, cooldown, and restart/unload
protections remain effective.
The same contract supports adding a new camp site without adding a
repeated named monster definition to every map spawn point.
King Rhun and every audited story, quest, gate, key-holder, boss, and
other static named exception remain explicit and retain exact location,
availability, progression credit, special-key behavior, and authored
rewards.
Uncertain named/reward classifications fail closed and cannot enter a
roaming pool by display-name or broad-archetype inference.
Named roaming rewards cannot duplicate or replace special keys, quest
containers, one-drop progression items, or other irreplaceable story
objects.
Deterministic and playtest reports compare preserved camps and new sites
on local population, family/role composition, named sighting frequency,
time-to-refill, cap contention, placement failures, and reward outcomes.
Map unload/reload, restart, concurrent players, a full global cap, and a
blocked camp produce bounded outcomes with no reroll exploit, duplicate
named instance, partial pack, or busy loop.
Outcome
Preserve the recognizable named-monster camp spots that give existing
areas their identity while migrating ordinary and rare/elite spawning to the
bounded encounter-zone model. The physical camp, local monster theme,
level/region context, and expectation that an unusual named threat may appear
there should survive the migration even though the named monster is no longer
copied into every map spawn definition.
This issue owns the authored-content and migration contract. Runtime caps,
reservations, placement, and persistence remain owned by the cross-stack
encounter/runtime issues linked below.
Important
atrinik/content@mainis the sole mutable authored content source. AnyClassic-compatible projection is derived and validated separately; this
issue does not authorize a live
1.xauthoring path.Product rules
Preserve existing camp identity
Thrakir locations, and assign each a stable authored site identity. Preserve
the original map area/landmarks, family, level band, environment, schedule,
approach, leash/return expectations, and local ordinary population as
authored context.
zone contract, not as a coordinate-local named monster. Ordinary members and
rare/elite members may be placed safely within the preserved footprint; the
exact old spawn tile is not itself the identity contract.
or eligibility bias for appropriate named rare/elite profiles from its local
family, region, and level band. This should make the old camp feel like a
reliable place to hunt for something unusual without guaranteeing a specific
name, bypassing the global active cap, or creating a reroll on map reload.
constraints, and the same cap/cooldown/placement rules. New sites must add
meaningful geography or route variety, not duplicate a name at another
arbitrary coordinate.
Remove duplicate map implementation
map templates into validated variant/profile and site data. Maps select the
site, family, roster, and bounded local tuning; they do not embed a complete
named monster definition at every eligible point.
reservations, cooldowns, and restart/unload behavior in the authoritative
encounter controller. A hotspot bias is only an input to a bounded selection
decision; it is never an independent local cap or an unbounded retry loop.
ordinary population or a bounded deferral according to the runtime contract;
it must not create duplicate named instances or silently turn every camp into
a guaranteed rare spawn.
Preserve authored named exceptions
Story-tied named actors remain explicit authored actors, not candidates for
random replacement or generic elite selection. This includes named NPCs such
as King Rhun, bespoke bosses, and named monsters whose identity or reward
is part of the location's story or progression—for example, a monster that
drops a special key for the dungeon or gate where it appears.
Use stable semantic classifications such as
story_actor,quest_gate,key_holder,static_named, or an equivalent validated identity; never inferan exception from a display-name substring. These actors retain their exact
location/availability, quest or gate credit, key/container behavior, and
authored rewards. The migration must fail closed when an actor's classification
or reward ownership is uncertain. Roaming named-variant reward tables must not
silently acquire keys, one-drop progression items, or irreplaceable story
objects.
Migration classification
Every legacy named or named-looking spawn is classified before conversion:
possibility into a hotspot/profile bias.
and its exact behavior/rewards.
after the pilot proves equivalent local pressure and pacing.
remain explicit until a focused contract owns them; ambiguous records fail
closed.
The audit must record the source map/style, stable actor or site identity,
family/region/level context, relevant quest/key/reward links, old and new
selection behavior, and the reason for each classification. No migration may
delete a recognizable camp solely because its current implementation is
duplicated in map data.
Acceptance criteria
the Fahrgorm and Thrakir sites, their physical footprints, local themes,
source schedules, level bands, and relevant reward context.
behavior while ordinary and named members are selected from centralized,
validated data rather than duplicate map-local named templates.
appropriate regional/family/level-matched named rare or elite, while the
authoritative global cap, reservation, cooldown, and restart/unload
protections remain effective.
repeated named monster definition to every map spawn point.
other static named exception remain explicit and retain exact location,
availability, progression credit, special-key behavior, and authored
rewards.
roaming pool by display-name or broad-archetype inference.
containers, one-drop progression items, or other irreplaceable story
objects.
on local population, family/role composition, named sighting frequency,
time-to-refill, cap contention, placement failures, and reward outcomes.
blocked camp produce bounded outcomes with no reroll exploit, duplicate
named instance, partial pack, or busy loop.
Dependencies and coordination
sites across Classic and replacement
packs, pacing, and offering contracts
signature rewards and
content#23 — Add roaming named elites and counterplay-driven rare combat
encounters
tuned zones and
content#148 — author cross-stack bat, orc, and offering-site pilots
pack populations
Non-goals
particular tile.
reasons.
random roaming variants.