Found by the FIRST live walked adventure eval (adventure_walk on the rebuilt sandbox player, adventure_demo_v1 fixture, 2026-07-22).
Instrument read (confirmed by eyeball): the walked arc is navigation-GREEN — 6/6 stages arrived, every door hop works, 0 stuck, 1 dead click, 68.6s — but BOTH actor stages are RED with actor_missing: Keeper Maera is not visible in tavern_snug and the Goblin Boss is not visible in throne_hall. Frames confirm: rooms render beautifully (snug c3 plate, throne), the party member is present and properly posed (the #1616 T-pose fix works), but the cast is absent.
Localization: GET /combat-surface on the sandbox emits ONLY the party token (Aidan | kind: player). The fixture's NPCs (create_character(kind=npc): Maera, Oswin) and spawned monsters (3 goblins in crypt, Goblin Boss in throne_hall) exist engine-side but are never emitted on the rest/walk surface — monsters surface only in combat. The client renders tokens generically, so this is an ENGINE surface-projection gap, not a renderer gap.
Why it matters: the Diablo-1 loop's key beats (meet the giver, face the boss) are invisible in the GUI. The A2 flywheel's first weakest-link verdict routes HERE: cast presence in the walked world.
Suggested lever (additive): include non-party actors located in the current location in the rest surface's stage.tokens (kind=npc characters + live spawned monsters), with sensible cell placement (their seeded stage_cell/location). The walked eval's approach_actor + VQA stages then have something to approach — and re-running qa/adventure_walk.py is the acceptance gate.
Evidence: /Volumes/LEXAR/Codex/session-notes/2026-07-22/adventure-eval/artifacts/walk1/ (adventure_walk_report.json + 6 stage frames; RED verdict, stage table inside). Engine token dump: party-only.
Part of the A-series (§4d); found within the first hour of the eval loop existing — the loop works.
Found by the FIRST live walked adventure eval (adventure_walk on the rebuilt sandbox player, adventure_demo_v1 fixture, 2026-07-22).
Instrument read (confirmed by eyeball): the walked arc is navigation-GREEN — 6/6 stages arrived, every door hop works, 0 stuck, 1 dead click, 68.6s — but BOTH actor stages are RED with
actor_missing: Keeper Maera is not visible in tavern_snug and the Goblin Boss is not visible in throne_hall. Frames confirm: rooms render beautifully (snug c3 plate, throne), the party member is present and properly posed (the #1616 T-pose fix works), but the cast is absent.Localization:
GET /combat-surfaceon the sandbox emits ONLY the party token (Aidan | kind: player). The fixture's NPCs (create_character(kind=npc): Maera, Oswin) and spawned monsters (3 goblins in crypt, Goblin Boss in throne_hall) exist engine-side but are never emitted on the rest/walk surface — monsters surface only in combat. The client renders tokens generically, so this is an ENGINE surface-projection gap, not a renderer gap.Why it matters: the Diablo-1 loop's key beats (meet the giver, face the boss) are invisible in the GUI. The A2 flywheel's first weakest-link verdict routes HERE: cast presence in the walked world.
Suggested lever (additive): include non-party actors located in the current location in the rest surface's
stage.tokens(kind=npc characters + live spawned monsters), with sensible cell placement (their seededstage_cell/location). The walked eval'sapproach_actor+ VQA stages then have something to approach — and re-runningqa/adventure_walk.pyis the acceptance gate.Evidence:
/Volumes/LEXAR/Codex/session-notes/2026-07-22/adventure-eval/artifacts/walk1/(adventure_walk_report.json + 6 stage frames; RED verdict, stage table inside). Engine token dump: party-only.Part of the A-series (§4d); found within the first hour of the eval loop existing — the loop works.