[ALPHA] Wandering encounters for Outward: out in an overworld region, 1-3 hostiles native to that region turn up out of sight, 40-200m away, and walk in. Vanilla loot, never in a town or dungeon. Toast + compass blips. Co-op is not yet verified.
DangerousRoads 0.1.1 + SpawnKit 0.4.2: re-pin off CompanionKit 0.4.2
Logging: answer "why did nothing happen?" without needing LogVerbose on in advance
Cleanup: one anchor-collect loop, one ownership side-table
DangerousRoads: exclude the whole Wolfgang family, and stop a fresh boot crashing roadsstatus
Docs sweep: archive, condense, and validate the whole documentation tree
0.1.0 — 2026-08-02
DangerousRoads: say what the creatures actually do, and cut the README to size
DangerousRoads: Thunderstore release prep + icon
Live-session findings + a DangerousRoads ambush-interval tweak
DangerousRoads: cluster waves, compass blips, and stop combat starving the timer
DangerousRoads: wandering encounters on SpawnKit
0.1.0 — initial release
Wandering encounters in the six overworld regions. While you are out in Chersonese, Enmerkar
Forest, Hallowed Marsh, Abrassar, Antique Plateau or Caldera, 1–3 hostile creatures turn up every
20–60 seconds, out of sight, 40–200 m away, and walk in. They fight, they die, and they drop their
normal vanilla loot, because they are the ordinary wild version of that creature.
Region-native species only, composed where possible from a real vanilla squad's roster, so a
wave looks like something that already belonged there. Every member of a wave shares one species
and therefore one faction — the thing that stops an "ambush" from fighting itself.
Never in a town, never in a dungeon, never indoors. Cities, villages, dungeons, interiors and
New Sirocco are all excluded, and an unrecognised area fails closed (no spawns) rather than open.
Placement is the whole feature. Candidates come from a configurable chain of anchor sources —
live creatures, gathering spots, vanilla's own hand-placed squad markers, world interactables, and
a procedural fallback — and every one is put through the same verification: real navmesh ground,
a flat plateau check that rejects tent roofs and boulder tops, a walking-vs-straight-line path
ratio that rejects the far side of a gorge, and a line-of-sight test against every player.
A throttled toast names the species, the count and the direction, and live spawns are marked
on the game's HUD compass while they are within range.
Never stalls the game. Only species whose body is already loaded are used; the rest are warmed
quietly in the background between waves.
Cooldown floor after each wave, a cap on how many creatures the mod may have alive at once, and a
bounded hold-off while you are already in combat.
Master kill-switch [General] Enabled, and every knob is live-reloadable with reloadcfg — no
relaunch needed to retune.
Dev/diagnostic verbs on BepInEx/config/DangerousRoads_cmd.txt: roadsstatus, roadsroster,
roadsledger, roadsanchors, roadsprobe, roadsmark, roadsnow, roadssweep and more.
Alpha. First live session passed 22 checks across three regions; the remaining three regions,
co-op, and a couple of known issues are still open — see the README's Known issues.
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