The earlier CE handoff documented two playable character guns. The later CF checkpoint records five and completed publication. A catalog promise, spell or fence mount did not count toward that total.
CG brought five original zombie models, distinct funny attacks and progressive raids. Native checks covered local fence breaches, walking through holes, crop theft, replacing individual sections and saved raid state. Earlier revisions and failed acceptance attempts remain in the development record.
Combat and crop recovery needed trusted account state. Earlier tests found an account-readiness problem and a midnight boundary that could spawn another raid too early. The fixes preserved transaction sequences and made the dawn boundary explicit. Recovering one theft did not cancel a different, later theft.
October 8 work includes police-hit and respawn protection, fence-building controls, original fence art and number-key weapon selection. Their source and packaged-process checks must not be passed off as complete native acceptance or a new public release.
Evidence & perspective
- CF: five playable character weapons
The current CF checkpoint records five weapons and completed publication. Each game system still needs its own acceptance evidence; a weapon count is not proof of complete combat balance.
- CG: zombie progression and local fence damage
The current checkpoint supersedes earlier unpublished CG handoffs. It records five original zombie models, distinct attacks, local fence breaches/replacement, crop theft and cold-save checks. Failed shutdown experiments were retained before the accepted release.