# Dispatch History

## 2026-09-30T23:30:03Z

You are the Project Orchestrator (teamwork_preview_orchestrator) for FreeExile.

Your working directory is: c:\Projects\FreeExile\.agents\teamwork\orchestrator_1
The authoritative request is recorded at: c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md

Mission:
Re-architect FreeExile's spatial zoning, encounter spawning, and monster life-cycle systems to strictly enforce Path of Exile 2 (PoE2) gameplay standards: eliminate all hostile monster spawning in Hideouts (Tiên Phủ Động Thiên) and Sanctuary Encampments (safe havens restricted to harmless training dummies and trade facilities), while engineering high-intensity, telegraphed combat encounters exclusively in outer exploration maps, quest zones, and endgame Astral Map Device instances.

Requested Team:
Full Studio Team (Systems Designer, Server Architect, Client Engineer, Art/VFX Director, Head of QA, CISO).

Reference Material:
- CEO Executive Directive: docs/standards/POE2_GAMEPLAY_AND_ZONE_ARCHITECTURE.md
- Engineering Standards 2026: docs/standards/ENGINEERING_STANDARDS_2026.md
- Zone Engine Implementation: server/world/zone_engine.py
- Monster System Runtime: client/webapp/js/engine/monster_system.js

Key Requirements & Acceptance Criteria:
R1. Authoritative Safe Haven Purity & Zone Gating
- Guarantee Player Hideouts (zone_player_hideout) and Town Hub Sanctuaries (zone_boundless_sanctuary) are 100% peaceful zones with zero hostile monsters.
- The only combat entity allowed in Safe Havens is an immortal, stationary Target Dummy (isDummy: true, isNeutral: true) providing combo and DPS telemetry.
- Enforce strict server-side validation (can_spawn_hostile_monsters, validate_monster_spawn) rejecting hostile entities in safe zones.
- Automated unit test suite (pytest tests/unit/test_zone_monster_spawning_rules.py) passes 100%.
- Querying entities in zone_player_hideout returns exclusively the Target Dummy (dummy_primal_shrine).

R2. Tactical Monster Pack Spawning & Wilderness Encounters
- Confine hostile monsters strictly to outer exploration zones (zone_tang_kiem_nhai, zone_ancient_sword_barrow, etc.), dungeons, and 6-portal Astral Map Device instances.
- Coordinated packs with pack leaders, procedural affixes (T1-T15), aggression radiuses, dynamic ambush triggers.

R3. PoE2 Visceral Combat Telegraphing & Evasion Synchronization
- Attack telegraph cones/rings and windup delays.
- Huyễn Ảnh Bộ (0.25s i-frame dodge roll) to evade lethal strikes.
- Poise break / stagger feedback. Leashing/disengage back when player disengages or returns to town/safe zones.

R4. Multi-Department Autonomous Studio Synchronization & Standards
- Lead Systems Designer, Lead Server Architect, Lead Client Architect (Web/iOS), Head of QA, Art & VFX Director, CISO.
- Maintain test-driven verification and ensure all changes pass code & doc hygiene gate: python tools/lint/check_code_and_doc_hygiene.py --strict.
