Medals remain attached to the current chain result and influence cash-out rarity.
GAME SYSTEMS // OBJECTIVE MODEL
Mission Objectives & Medals
How clear percentage, fast-clear timing, objective selection, medal persistence, and co-op cash-out scoring currently work.
OBJECTIVES
What “clear the map” measures
At least half of admitted hostiles defeated
Three quarters of admitted hostiles defeated
Gold does not require a literal full clear
Written to displayed progress only at 100%
clear progress = defeated unique admitted hostiles ÷ total unique admitted hostiles
The denominator is assembled during play. It is not a static count of every enemy authored into the map.
Counted when spawned
- Population enemiesOrdinary hostile population registered as it enters play.
- HordesTriggered wave members admitted as each hostile spawns.
- Boss addsHostile reinforcements created during the boss encounter.
- Active bossThe current boss joins the same unique-hostile count.
Intentionally excluded
- FixturesMap machinery and fixture-like combat objects are not objectives.
- Reward-suppressed summonsSummons explicitly excluded from rewards do not inflate the denominator.
- Never-triggered encountersEnemies in skipped areas or triggers never spawn and never enter the count.
Fast-clear wall clock
This is a shared server wall clock, not combat-only time. Loading and setup plus the final boss-completion and beam-out interval can be included, so the full measurement is not strictly player-controlled.
Current objective selection
Mission results, persistence, and co-op
Campaign completion and account experience are persisted separately from objective medals.
Cash-out reward generation currently reads slot 0’s medal totals, so non-host players can receive rarity odds based on the host’s personal medals.