Field Engineering Report · 2026-06-10 · The open-issues pass
A single pass over every open issue in the backlog, run the way this repo demands: metricize before touching code, prove every win on held-out seeds, adversarially verify before calling it done — and ship only what the numbers earn. The fourth win, aspect-driven vegetation, was the hard one: it touches the cover field a firefight reads, so it took a three-strength balance sweep and a held-out A/B to find the strength (0.05) that improves the sim without regressing it. It ships on by default. The two remaining tickets already carry their active fix — the deployed mitigation is live; what's left is a documented terrain floor and a logged do-not, not unfinished work.
held-out detour ×3.58 → ×3.16 · korengal ×2.19 → ×1.31 · village routing & terrain byte-identical · stall guard passes
An any-angle (Theta*) tactical planner with a signed-grade cost + a turn penalty, fired only for a real climb and bolted onto the proven router without touching it. Two prior in-place attempts had been reverted for stalling a squad; this one is additive and gated, and a 4-agent adversarial pass caught + fixed a mover-fidelity gap (7→1 non-walkable legs). Full report →
cover behind a boulder 0.08 → 0.39 · flank 0.00 (directional) · US WIA −22% tuned / −36% held-out · enemy still killed via the flank
Directional, posture-aware cover: a boulder stops only the round from the bearing it faces, so the autonomous flank defeats it and firefights resolve by maneuver — the opposite of the reverted omnidirectional stamp's +89% grind. Adversarially verified (both lenses clean; fire-path only, ROE intact, determinism byte-identical). Full report →
dead batteries: 2.4× night detection lost · dehydration: 50% fatigue recovery · no medical: 54% wound recovery · 0 balance change at full stock
Issue 021 asked to combat-couple the COP fortification — but metricizing first proved the COP assault it was meant to stop never happens (a standoff from 340 m; the insurgents never close the wire). So the shippable win was the adjacent item: the four supplies that drained daily to zero consequence now cost you, as bounded clamps. Full report →
forest-faces-north 59% → 64% · scrub-faces-south 48% → 56% · US KIA 1.17 → 1.08 (down, both seed sets) · 0 new strandings · village/COP siting & gate-overwatch byte-identical
Forest should cling to shaded slopes and scrub own the sunny ones, and an aspect term in classifyLand's moisture makes it so. The hard part: vegetation is cover and concealment, so moving forest onto the steep ambush faces reshapes the firefight — and the balance moves chaotically with strength (KIA isn't even monotonic; strandings flicker in and out). A three-strength A/B (0.16 stranded +56% KIA; 0.025 stranded; 0.05 clears the no-stall guard with KIA down) found the shippable strength, and a held-out hold-* A/B confirmed it (KIA 1.17→1.08, no aspect-caused stranding). Shipped on by default at 0.05, gated to steep faces (slope > 0.62, above the terrace band) so siting stays byte-identical. Honest caveat, disclosed: the wounded count is terrain-dependent (+39% tuned, −5% held-out) — the realistic, recoverable cost of fighting through forest vs open; ITM_ASPECT dials or disables it. Full report →
Both remaining tickets already run their live fix in the shipped game. What's left isn't unbuilt work — it's a documented terrain floor (009) and a logged do-not with a measured rationale (011), each kept open only to track the genuine remainder.
Live fix: the 4096² relief bake runs progressively (bakeTerrainProgressive, 40 yielding row-bands) behind the deploy loading screen with a smooth progress bar, and the sheet is cached so the first frame is instant — the player's actual request (feedback during the wait) is delivered and shipped. The further optimization — lowering bake resolution — degrades the shaded relief the realism work added, backwards on a fidelity-first project, so it's logged as an explicit do-not; the clean win (seed-keyed cache or an OffscreenCanvas worker) needs a real-GPU-browser measurement first.
Live fix: the reachability-aware spawn-snap + the patrol-corridor benching guard (the 006/008 lineage) is deployed — it's what lets a borderline far village's Track run ~1.3× faster and actually arrive. Re-measured after it, point-man arrival is 180/300 (60%) across the corpus; the unreached remainder are the genuinely cliff-walled cases (no gradeable route within ≈700 m) — the honest floor the valley itself sets, not a routing bug. Forcing 100% means gratuitous carving and the documented 008 negatives, so the residual is tracked, not papered over.
Six issues, one pass, six live fixes. Raw records: docs/progress/2026-06-10-open-issues/ (+ the per-issue resolutions in docs/issues/). Every number reproducible from a seed in seconds. Built by an autonomous agent fleet — four shipped realism wins (019, 020, 021, 007), two reasoned closeouts on a deployed fix (009, 011), zero regressions shipped.