Authoring locations and extension recipes¶
Keep shared definitions immutable at runtime. Preserve GUIDs and .meta identities, separate mutable state, and use supported Editor operations for scenes/prefabs when doing future gameplay work. This documentation implementation performs only static file reads.
Change a weapon¶
Locate the current weapon through Resources/WeaponRoster.asset, then its referenced definition. Inspect per-pellet damage, rate/interval, magazine/reload, falloff, weakpoint multiplier and handling together. Check WeaponStateMachine, HitscanWeaponDefinition and accepted host requests before changing behaviour. Old ID-zero assets are not roster choices.
Change an ability or passive¶
Start at its individual catalogue page. Inspect its definition, concrete class, referenced behaviour/enhancement and the menu/player arrays. Check explicit slot, schema migration, traits, charge/recast policy and fixed support versus damage scaling. Updating only an asset description does not update the runtime rule.
Focus/Rail durations come from enhancement assets; Tactician and Channeler inherit the passive slot. Use current authoring references rather than inferring roles from filenames or ID ranges.
Add a core¶
Review the stable UpgradeId, catalogue row/tier/category, resolver math/description, eligibility and effect hooks. Define provenance, ownership, trigger interval, rank representation, reset/travel semantics and secondary-proc exclusions before implementing. New ranks must not create unbounded per-rank objects.
Change an enemy or stage¶
Inspect production definitions/prefabs separately from opt-in fixture bindings. The ordinary shooter replacement and arrival/boss-director prototypes exist; normal production remains passive and specialist restoration/coordination are later milestones. For example, editing Persistent's investigation definition requires reset/respawn to capture new settings; editing a director profile requires restarting that fixture. Use AI ownership and controls, current search tuning and spawning definitions. Preserve manual terrain, GUIDs and saved navigation; a scene rebuild is not a documentation task.
Verify and document¶
Future gameplay changes require relevant automated, Editor, build/network and human checks as appropriate, reported separately. Update the wiki's notes/system explanations, regenerate the static snapshot and run documentation checks. Regeneration does not execute or validate the game.
Source: weapon definitions, ability definitions, core catalogue, enemy definition, project workflow.