docs: move acceptance-criteria evidence out of the spec document
The 0.10 spec is the project owner's requirements document, not a place for an implementer's verification narrative. Move the per-criterion evidence added for the ten ticked boxes into the implementation notes as a new section 8, leaving the spec's Acceptance Criteria section as just the ten checkboxes. While moving it, make explicit that criterion 2's evidence (server-authoritative travel timing) is inference over a generic TravelService test plus this connection's seed values, not a test exercising the Burned Road to Watchpost leg directly. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -329,3 +329,85 @@ duplicate-key error and no duplicated rows (AGENTS.md §8).
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6. A Raider Veteran fight shows the guard banner; Shield Bash breaks it.
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7. A Burned Hound below 35 % HP shows the enrage banner and hits harder.
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8. Scorched Hide and Raider Warband Mark both drop and both sell to Borin.
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---
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## 8. Acceptance criteria evidence
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`0.10-Abandoned-Watchpost.md` §12 has all ten criteria ticked. This is the
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per-criterion evidence for each tick — moved here from the spec document
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itself, which should record what a slice must satisfy, not the case for
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whether it did. Evidence strength varies by criterion; most rest on a test
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that names this exact slice's content directly, one rests on a more
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indirect chain and is flagged as such below.
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1. **Full playable location** — seeded as an `OUTPOST` with four points of
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interest (hunt, investigate, search, map-out) and its own encounter pool
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(`vertical-slice.seed.spec.ts`: "seeds the watchpost as a huntable
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outpost"); local content in `local-location.content.ts`.
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2. **Server-authoritative travel** — the weakest evidence chain of the ten.
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The Burned Road ↔ Watchpost connection is seeded both ways at 15 s / 10 %
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ambush (`"connects the burned road and the watchpost both ways without a
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gate"`), but nothing exercises that specific leg through
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`TravelService`. The server-authoritative mechanism itself — that
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`arrivesAt` is computed server-side from the connection's
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`travelDurationSeconds` — is covered only generically, by
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`travel.service.spec.ts` tests that use other connections. The tick rests
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on inference (the mechanism is generic and this connection's seed values
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are correct) rather than a test that drives this exact route end to end.
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3. **Stronger, distinct pool** — `"gives the watchpost its own encounter
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pool"` seeds exactly Road Bandit, Raider Scout, Raider Veteran, Burned
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Hound and the rare Raider Captain; `"marks only the captain as a rare
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encounter"` confirms the rarity split.
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4. **An enemy combining learned mechanics** — the Raider Veteran carries both
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`telegraph` (existing, from the Burned Road) and the new `guard`
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(`"arms the veteran with a telegraph and a guard on different
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cadences"`); the priority between them is covered in
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`combat-engine.service.spec.ts`.
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5. **Both bag categories matter** — Scorched Hide is seeded `HIDE`, Raider
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Warband Mark is seeded `RAIDER_TROPHY`
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(`vertical-slice.seed.spec.ts`), and both categories were already
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load-bearing bag mechanics before this slice (Slice 0.7.5/0.9).
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6. **Tier-1 equipment improved** — the Raider Veteran's own loot table adds
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Plunderer Gloves, Reinforced Leather Jacket and Watchman's Leggings on top
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of the Raider Warband Mark, and the Raider Scout carries Bandit Hood at a
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raised chance (`item-content.ts`); the Road Bandit's own table (already
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present) is left untouched at the same values
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(`"leaves the road bandit loot table untouched"` pins Bandit Blade at
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`0.1800`), so the Watchpost's gear opportunities are additive, not a
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rebalance of the Burned Road.
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7. **Investigation points to the Ash Pit** — the `inspect-watchpost` hotspot
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carries the §8 clue text verbatim and `discoversLocationKey: 'ash-pit'`
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(`"points the watchpost investigation at the ash pit"`).
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8. **Ash Pit discoverable without a level gate** — the gate is
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`requiresDiscovery`, not `minRecommendedLevel`; `WorldDiscoveryService`
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contains no level check at all. Covered end to end: the hotspot writes the
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discovery (`local-location-interaction.spec.ts`: `"discovers the route the
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hotspot points at"`), the map hides/reveals it
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(`world.service.spec.ts`: `"hides a gated connection until the character
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has discovered it"` / `"shows a gated connection once it has been
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discovered"`), and travel itself refuses/allows it
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(`world-discovery.service.spec.ts` and `travel.service.spec.ts`, both:
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`"refuses a gated route the character has not discovered"` /
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`"allows a gated route once it has been discovered"`).
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9. **Merchant/reputation loop continues** — both new trade goods have
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exchange rules paying Silver and regional reputation, and pay more than
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their Burned Road equivalents (`"lets Borin buy both watchpost trade
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goods"`, `"pays more for watchpost goods than for road goods"`). No new
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code path grants Silver, reputation or Renown directly from a kill; the
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pack-wide rule (README.md) that only the exchange grants those was already
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enforced before this slice and nothing in Slice 0.10 bypasses it.
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10. **English content** — every string seeded for the Watchpost and Ash Pit
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(descriptions, hotspot titles and result text, monster flavour text) was
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read during this review and is English.
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None of the ten criteria needed the running app to produce this evidence —
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even criterion 2's weaker chain is inference over existing automated tests
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and seed data, not a claim that required starting the server. What none of
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this covers, because it cannot be produced by static evidence: actually
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applying migration `1798000000000` to a real PostgreSQL database, confirming
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the second `db:seed` run is idempotent against real constraints, and a
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hand-played pass through the loop in a browser — including actually walking
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the Burned Road → Watchpost leg, which would also close criterion 2's gap.
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Those are listed precisely in §7 above as outstanding work for the project
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owner.
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@@ -237,75 +237,6 @@ Graufurt
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- [x] Existing merchant/reputation loop continues to work.
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- [x] All player-facing content is English.
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### Verification status
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Every criterion above is supported by evidence from the automated test suite,
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the build, or the seeded content itself — no criterion here needed the
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running app to confirm structurally:
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1. **Full playable location** — seeded as an `OUTPOST` with four points of
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interest (hunt, investigate, search, map-out) and its own encounter pool
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(`vertical-slice.seed.spec.ts`: "seeds the watchpost as a huntable
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outpost"); local content in `local-location.content.ts`.
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2. **Server-authoritative travel** — the Burned Road ↔ Watchpost connection
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is seeded both ways at 15 s / 10 % ambush (`"connects the burned road and
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the watchpost both ways without a gate"`); `TravelService` computes
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`arrivesAt` server-side and is covered generically by
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`travel.service.spec.ts`.
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3. **Stronger, distinct pool** — `"gives the watchpost its own encounter
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pool"` seeds exactly Road Bandit, Raider Scout, Raider Veteran, Burned
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Hound and the rare Raider Captain; `"marks only the captain as a rare
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encounter"` confirms the rarity split.
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4. **An enemy combining learned mechanics** — the Raider Veteran carries both
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`telegraph` (existing, from the Burned Road) and the new `guard`
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(`"arms the veteran with a telegraph and a guard on different
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cadences"`); the priority between them is covered in
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`combat-engine.service.spec.ts`.
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5. **Both bag categories matter** — Scorched Hide is seeded `HIDE`, Raider
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Warband Mark is seeded `RAIDER_TROPHY`
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(`vertical-slice.seed.spec.ts`), and both categories were already
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load-bearing bag mechanics before this slice (Slice 0.7.5/0.9).
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6. **Tier-1 equipment improved** — the Raider Veteran's own loot table adds
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Plunderer Gloves, Reinforced Leather Jacket and Watchman's Leggings on top
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of the Raider Warband Mark, and the Raider Scout carries Bandit Hood at a
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raised chance (`item-content.ts`); the Road Bandit's own table (already
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present) is left untouched at the same values
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(`"leaves the road bandit loot table untouched"` pins Bandit Blade at
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`0.1800`), so the Watchpost's gear opportunities are additive, not a
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rebalance of the Burned Road.
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7. **Investigation points to the Ash Pit** — the `inspect-watchpost` hotspot
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carries the §8 clue text verbatim and `discoversLocationKey: 'ash-pit'`
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(`"points the watchpost investigation at the ash pit"`).
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8. **Ash Pit discoverable without a level gate** — the gate is
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`requiresDiscovery`, not `minRecommendedLevel`; `WorldDiscoveryService`
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contains no level check at all. Covered end to end: the hotspot writes the
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discovery (`local-location-interaction.spec.ts`: `"discovers the route the
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hotspot points at"`), the map hides/reveals it
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(`world.service.spec.ts`: `"hides a gated connection until the character
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has discovered it"` / `"shows a gated connection once it has been
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discovered"`), and travel itself refuses/allows it
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(`world-discovery.service.spec.ts` and `travel.service.spec.ts`, both:
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`"refuses a gated route the character has not discovered"` /
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`"allows a gated route once it has been discovered"`).
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9. **Merchant/reputation loop continues** — both new trade goods have
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exchange rules paying Silver and regional reputation, and pay more than
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their Burned Road equivalents (`"lets Borin buy both watchpost trade
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goods"`, `"pays more for watchpost goods than for road goods"`). No new
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code path grants Silver, reputation or Renown directly from a kill; the
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pack-wide rule (README.md) that only the exchange grants those was already
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enforced before this slice and nothing in Slice 0.10 bypasses it.
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10. **English content** — every string seeded for the Watchpost and Ash Pit
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(descriptions, hotspot titles and result text, monster flavour text) was
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read during this review and is English.
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What this status does **not** cover, because it cannot be produced by static
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evidence: actually applying migration `1798000000000` to a real PostgreSQL
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database, confirming the second `db:seed` run is idempotent against real
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constraints, and a hand-played pass through the loop in a browser. Those are
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listed precisely in the implementation notes
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(`0.10-Abandoned-Watchpost-implementation-notes.md`, §7) as outstanding work
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for the project owner.
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---
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## 13. Out of Scope
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