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Breach v2.6.0 — patches/changelog.txt

v2.6.0 — Combat Event System - Rules/AI emit authoritative tactical movement, fire, door and blast events. - Tactical playback sequences events instead of reconstructing the station turn afterward. - Exact shooter-to-target lines and MISS/HIT/SUPPRESSED/KILL result labels. - Cell-by-cell movement ...

What’s new in this release

v2.6.0 — Combat Event System
- Rules/AI emit authoritative tactical movement, fire, door and blast events.
- Tactical playback sequences events instead of reconstructing the station turn afterward.
- Exact shooter-to-target lines and MISS/HIT/SUPPRESSED/KILL result labels.
- Cell-by-cell movement events preserve actual paths.
- Added ALL/COMBAT/SECURITY/ENVIRONMENT/SYSTEM running-sheet filters.
- FX speed persists between sessions.

v2.5.0 — Tactical Feedback
- Added transient Marine and hostile movement visualization.
- Added weapon-fire lines, impact pulses and floating damage feedback.
- Added door, grenade, breaching-charge and Breach & Clear effects.
- Added visible station-turn movement and Marine damage feedback.
- Added FX speed control with 1x, 2x and Instant modes.
- Kept feedback cosmetic: tactical outcomes continue to resolve through the existing rules engine.

v2.4.1 — Command Interface Corrective Pass
- Auto-fit now uses current visible/action bounds instead of all historically explored tiles.
- Added a manual FIT control beside map zoom.
- Strengthened Alpha and Bravo as true roster command blocks on the left.
- Kept individual Marine selection out of the right-side action rail.
- Expanded the live Turn Assistant with extraction, team and immediate-context status.
- Contextual commands are now actually reduced: console, door and fire controls appear when relevant.
- Empty legacy hint text no longer occupies the bottom of the tactical viewport.

v2.4.0 — Command Interface
- Added explored-area tactical-map auto-fit with manual pan/zoom override.
- Reworked Alpha and Bravo into dedicated left-rail command blocks with their Marines nested underneath.
- Removed duplicate individual-Marine selector buttons from the tactical-order rail.
- Reorganized the right rail around Primary Action and immediate Door/Station context.
- Added a live Turn Assistant for ready Marines, contacts, objectives and nearby tactical context.
- Improved objective distinction and wide-screen map priority.

v2.3.0 — Tactical Readability
- Added functional room identities and subtle room labels to generated station decks.
- Added distinct tactical silhouettes for troopers, drones, turrets, skitterlings, raveners and overseers.
- Added dedicated Alpha/Bravo readiness strips with formation, ready, wounded and overwatch state.
- Reduced command clutter by foregrounding contact, door/breach or station-system orders according to context.
- Added numbered ghost-position previews for Breach & Clear entry positions.
- Strengthened smoke, fire, vacuum and emergency-power presentation while preserving grid readability.
- Updated release metadata for the v2.3 interface.

v2.2.0 — Tactical Interface & Presentation
- Grouped the squad roster visually into Alpha and Bravo fireteams.
- Added context-sensitive tactical guidance for consoles, pressure doors and fireteam movement.
- Highlighted the order group most relevant to the selected Marine's immediate surroundings.
- Rebalanced wide-screen tactical columns to give the station map more visual priority.
- Refreshed manifest description/news copy around Dynamic Operations and the modern campaign.
- Replaced legacy v1.1 screenshots with current v2.2 release captures.
- Removed obsolete README language that no longer described the current AI/game.

v2.1.0 — Deployment & Operations
- Replaced the simple between-mission depot with a Campaign Operations Room.
- Added richer operations briefings with intelligence quality, station estimate, primary objectives and optional secondary objectives.
- Added a Deployment Board for exact roster selection, insertion route, extraction plan and loadout redistribution.
- Added a persistent campaign equipment locker for spare weapons, armour and kit.
- Requisitioned replacement weapons and armour now return the previous equipment to the locker.
- Added port, starboard, bow and nearest-airlock insertion approaches.
- Added a remote shuttle extraction option with a distinct generated evacuation room.
- Added scored secondary objectives: stealth, rapid extraction, clean extraction and station-system intrusion.
- Secondary objectives award score/requisition but never block primary mission success.
- Extended save data to preserve generated extraction locations.
- Expanded campaign operation history and readiness reporting.

v2.0.0 — Dynamic Operations
- Added seeded procedural operation generation and replayable mission seeds.
- Added an eight-operation Dynamic Operations Campaign.
- Added Custom Operation setup for size, objective, enemy theme, hazard and security posture.
- Added generated operations briefings with resistance, security, environmental and complication intelligence.
- Campaign intelligence now reveals more accurate generated-operation briefing data.
- Generated missions reuse existing station, hacking, alarm, environment, fireteam and progression systems.
- Added operation seeds to after-action reports and campaign history.

v1.9.0 — Mission Debrief & Marine Progression
- Added per-Marine mission statistics and career totals.
- Added detailed after-action Marine cards with accuracy, damage, specialty actions and XP earned.
- Added promotion reporting when a Marine crosses a rank threshold.
- Added campaign commendations: Marksman, Lifesaver, Station Hacker, Breach Specialist, Combat Action and No Marine Left Behind.
- Added persistent reduced-readiness recovery after serious wounds.
- Added requisition bonuses for objective completion and clean extractions.
- Added recovered intelligence to the campaign record.
- Expanded service jackets with decorations and recovery condition.

v1.8.0 — Environmental Damage & Decompression
- Added room-based atmosphere, smoke, fire and hull-breach state.
- Added decompression events and vacuum damage; boarding hardsuits protect marines and robots ignore atmosphere.
- Added smoke visibility and ranged-accuracy penalties.
- Added fire damage, smoke generation and gradual burn-down.
- Added environmental console commands: vent, repressurize, fire suppression and emergency seal.
- Added environmental hazard overlays and Situation-panel atmosphere status.
- Added human-defender hazard avoidance.
- Breaching charges can ignite compartments and occasionally rupture the hull.
- Later taskings may begin with existing station damage.

v1.7.0 — Station Systems & Hacking
- Added interactive station-console hacking commands.
- Engineers receive lower AP costs for console intrusions.
- Added deck-wide door unlock, camera suppression, deck-plan reveal, sensor spoofing, alarm suppression, reinforcement delay, and local power control.
- Camera suppression now reduces alarm gain from ordinary actions on that deck.
- Power loss reduces sight range and places the deck on emergency lighting.
- Sensor spoofing feeds false contacts into the existing Noise & Detection system.
- Reinforcement jamming delays the existing security-hatch reinforcement schedule.
- Major hacks attempted by non-Engineers can trigger security countermeasures.

v1.6.0 — Noise & Detection
- Added audible marine footfalls; movement can draw nearby defenders without directly raising station alarm.
- Scouts generate quieter movement noise than other specialties.
- Recent sound events display approximate hearing radii on the tactical deck.
- Hostiles now enter an Investigating state when they hear activity they cannot see.
- Investigators pursue the strongest audible recent sound rather than magically selecting the latest event.
- Contact intelligence now reports Unaware, Investigating, Alerted, or Engaged state.
- Existing gunfire, doors, grenades, melee, and breaching noise now feed the same detection model.

v1.5.0 — Specialists and Security
- Added Commander, Assault, Heavy, Engineer, Medic, and Scout marine specialties.
- Specialty bonuses now affect AP, shooting, sight, breaching, suppression, and field treatment.
- Medkits can stabilize adjacent downed marines; Medics treat faster and restore more condition.
- Hostile suppression now applies correctly to station defenders.
- Human defenders can fall back when badly wounded or suppressed and cover their retreat.
- Engaged hostiles share contact positions with nearby defenders.
- Security escalation now announces Alert and General Alarm transitions clearly.

VERSION 1.4.0 — 2026-08-16

ADDED
- Fireteam formation modes: wedge, line, column, stack, and disperse.
- Formation destination preview while issuing coordinated movement.
- Stack-on-door command for Alpha and Bravo fireteams.
- Breach & Clear command for unlocked, overrideable, and charge-required pressure doors.
- Burst-fire suppression. Suppressed units suffer reduced accuracy and lose action points on their next activation.

CHANGED
- Coordinated fireteam movement now uses the selected formation rather than preserving accidental starting offsets.
- Fireteam targeting overlays identify doors and planned formation cells before committing an order.

VERSION 1.3.0 — 2026-08-16
ADDED: Alpha and Bravo fireteam command controls.
ADDED: Coordinated formation movement for fireteams.
ADDED: One-click fireteam overwatch orders.
ADDED: Active fireteam highlighting and team labels in the squad panel.
CHANGED: Manifest now advertises auto-advance unit support.

BREACH — CHANGE HISTORY
=======================

VERSION 1.2.0 — 2026-08-16
Tactical usability pass. The deck view now emphasizes the playable map,
shows reachable movement cells, highlights valid targeting ground and contacts,
groups tactical orders by purpose, provides hostile hover intelligence and a
turn-flow guide, and adds optional auto-next marine selection after movement.
Release documentation now reflects the packaged cover art.

PRE-RELEASE
1.0.0 — rules engine, five taskings, campaign, single-file build. Not
published.