MISSION_EMBER_SQUADS.md 8.8 KB

Ember squad coverage audit

Generated from the corrected SDK on 2026-09-05. Readiness means static definition and actor-profile checks pass; it does not prove live AI or Lua activation.

The current controller activates only the landing Mercury encounter. All other runnable rows still need their encounter triggers wired. This table deliberately includes every type-1 sensor, including rows that have no runnable definition.

Region 0 — apex

Authored squad sensor SDK binding
reactor_clamshell_east_anchor_a_squad Ready
reactor_clamshell_east_support_a_squad Ready
reactor_clamshell_east_support_b_squad Ready
reactor_clamshell_east_support_c_squad Ready
reactor_clamshell_east_support_d_squad Ready
reactor_clamshell_east_support_e_squad Ready
reactor_clamshell_east_support_f_squad Ready
reactor_clamshell_east_melee_a_squad Ready
reactor_clamshell_east_melee_b_squad Ready
reactor_clamshell_east_melee_c_squad Ready
reactor_clamshell_east_melee_d_squad Ready
reactor_clamshell_east_melee_e_squad Ready
reactor_clamshell_east_melee_f_squad Ready
reactor_clamshell_east_defense_a_squad Ready
reactor_clamshell_east_defense_b_squad Ready
reactor_clamshell_west_anchor_a_squad Ready
reactor_clamshell_west_support_a_squad Ready
reactor_clamshell_west_support_b_squad Ready
reactor_clamshell_west_support_c_squad Ready
reactor_clamshell_west_support_d_squad Ready
reactor_clamshell_west_support_e_squad Ready
reactor_clamshell_west_support_f_squad Ready
reactor_clamshell_west_defense_a_squad Ready
reactor_clamshell_west_defense_b_squad Ready
reactor_clamshell_west_melee_a_squad Ready
reactor_clamshell_west_melee_b_squad Ready
reactor_clamshell_west_melee_c_squad Ready
reactor_clamshell_west_melee_d_squad Ready
reactor_clamshell_west_melee_e_squad Ready
reactor_clamshell_west_melee_f_squad Ready
reactor_coffin_east_anchor_a_squad Ready
reactor_coffin_west_anchor_a_squad Ready
reactor_coffin_east_defense_a_squad Ready
reactor_coffin_east_defense_b_squad Ready
reactor_coffin_east_support_a_squad Ready
reactor_coffin_east_support_b_squad Ready
reactor_coffin_east_support_c_squad Ready
reactor_coffin_east_support_d_squad Ready
reactor_coffin_west_defense_a_squad Ready
reactor_coffin_west_defense_b_squad Ready
reactor_coffin_west_support_a_squad Ready
reactor_coffin_west_support_b_squad Ready
reactor_coffin_west_support_c_squad Ready
reactor_coffin_west_support_d_squad Ready
reactor_coffin_interior_support_squad Ready
access_jump_one_support_a_squad Missing definition
access_jump_one_support_b_squad Missing definition
access_jump_one_support_c_squad Missing definition
access_jump_two_support_a_squad Missing definition
access_jump_two_support_b_squad Missing definition
access_jump_two_support_c_squad Missing definition
dispenser_support_a_squad Missing definition
dispenser_support_b_squad Missing definition
dispenser_support_c_squad Missing definition
security_ledge_support_a_squad Missing definition
security_ledge_support_b_squad Missing definition

Region 40 — cinder

Authored squad sensor SDK binding
foundry_support_a_squad Ready
foundry_support_b_squad Ready
foundry_support_c_squad Ready
foundry_support_d_squad Ready
foundry_support_e_squad Ready
foundry_support_f_squad Ready
foundry_support_g_squad Ready
foundry_support_h_squad Ready
foundry_support_i_squad Ready
foundry_ranged_a_squad Ready
foundry_ranged_b_squad Ready
foundry_anchor_a_squad Ready
ascent_squad_retreat_instance_a_prefab.retreat_01_squad Ready
ascent_squad_retreat_instance_b_prefab.retreat_01_squad Ready
ascent_squad_retreat_instance_c_prefab.retreat_01_squad Ready
chamber_defense_a_squad Ready
chamber_support_a_squad Ready
meat_grinder_defense_a_squad Ready
meat_grinder_defense_b_squad Ready
meat_grinder_support_a_squad Ready
meat_grinder_support_b_squad Ready
meat_grinder_melee_a_squad Ready
meat_grinder_melee_b_squad Ready
ascent_support_a_squad Ready
ascent_support_b_squad Ready
tumbler_support_a_squad Ready
tumbler_support_b_squad Ready
ready_room_01_support_a_squad Missing definition
ready_room_01_support_b_squad Ready
ready_room_01_support_c_squad Missing definition
ready_room_01_melee_a_squad Ready
ready_room_02_anchor_squad Ready
ready_room_02_melee_a_squad Ready
ready_room_02_melee_b_squad Ready
ready_room_02_melee_c_squad Ready
ready_room_02_ranged_a_squad Ready
ready_room_02_ranged_b_squad Ready
sunburn_squad_retreat_instance_a_prefab.retreat_01_squad Ready
sunburn_squad_retreat_instance_b_prefab.retreat_01_squad Ready
sunburn_squad_retreat_instance_c_prefab.retreat_01_squad Ready
sunburn_bridge_support_a_squad Ready
sunburn_bridge_support_b_squad Ready
sunburn_deck_east_support_a_squad Ready
sunburn_deck_east_support_b_squad Ready
sunburn_deck_west_support_a_squad Ready
sunburn_deck_west_support_b_squad Ready
sunburn_deck_west_support_c_squad Ready
sunburn_deck_west_support_d_squad Ready
sunburn_secret_support_a_squad Ready

Region 56 — link

Authored squad sensor SDK binding
processing_entry_support_a_squad Ready
processing_entry_support_b_squad Ready
processing_entry_support_c_squad Ready
processing_entry_support_d_squad Ready
processing_defend_defense_a_squad Refused: two distinct spawn-rule targets
processing_defend_defense_b_squad Refused: two distinct spawn-rule targets
processing_defend_defense_c_squad Refused: two distinct spawn-rule targets
processing_defend_defense_d_squad Refused: two distinct spawn-rule targets
processing_defend_melee_a_squad Refused: two distinct spawn-rule targets
processing_defend_melee_b_squad Refused: two distinct spawn-rule targets
processing_defend_melee_c_squad Refused: two distinct spawn-rule targets
processing_defend_melee_d_squad Refused: two distinct spawn-rule targets
processing_defend_anchor_squad Refused: two distinct spawn-rule targets
processing_defend_support_a_squad Refused: two distinct spawn-rule targets
processing_defend_support_b_squad Refused: two distinct spawn-rule targets

Region 64 — powerhouse

Authored squad sensor SDK binding
bridge_crossing_dropship_a_squad Ready
bridge_crossing_dropship_a_support_a_squad Ready
bridge_crossing_dropship_a_support_b_squad Ready
bridge_crossing_dropship_a_melee_a_squad Ready
bridge_crossing_dropship_a_melee_b_squad Ready
bridge_crossing_dropship_b_squad Ready
bridge_crossing_dropship_c_squad Ready
bridge_crossing_dropship_d_squad Ready
bridge_crossing_support_a_squad Ready
bridge_crossing_support_b_squad Ready
bridge_crossing_defense_a_squad Ready
bridge_crossing_defense_b_squad Ready
bridge_crossing_ranged_a_squad Ready
bridge_vignette_support_a_squad Ready
bridge_vignette_support_b_squad Ready
landing_mercury_anchor_squad Ready
landing_mercury_bonus_anchor_a_squad Ready
landing_mercury_bonus_support_a_squad Ready
landing_mercury_bonus_support_b_squad Ready
landing_mercury_bonus_support_c_squad Ready
landing_mercury_bonus_support_d_squad Ready
landing_mercury_support_a_squad Ready
landing_mercury_support_b_squad Ready
landing_mercury_support_c_squad Ready
landing_mercury_ranged_a_squad Ready
landing_mercury_ranged_b_squad Ready
landing_sun_support_a_squad Ready
landing_sun_support_b_squad Ready
pipe_crossing_support_a_squad Ready
pipe_crossing_support_b_squad Ready
catwalk_entry_ranged_a_squad Ready
catwalk_entry_ranged_b_squad Ready
catwalk_entry_support_a_squad Ready
catwalk_entry_support_b_squad Ready
catwalk_entry_support_c_squad Ready
catwalk_mid_support_a_squad Ready
catwalk_mid_support_b_squad Ready
catwalk_mid_support_c_squad Ready
catwalk_bonus_support_a_squad Ready
helipad_sun_anchor_a_squad Ready
helipad_sun_support_a_squad Ready
helipad_sun_support_b_squad Ready