1. Attack zones
    1. Trigger-Area
      1. Goal
        1. Defeat all enemies
      2. Behavior
        1. Enemies spawn not before the player has pass the trigger for this attack zone
      3. Restriction
        1. Player can not leave the Attack-Zone until the goal is reached
      4. Spawnpoint
        1. Bahavior
          1. Invisible
          2. Indestructibly
        2. Spawnlocation
          1. At path
        3. Properties
          1. Determination
          2. Commander-Zone
          3. Maximum active enemies
          4. Henchmen-Zone
          5. Spawn ratio
          6. Maximum of enemies
          7. Maximum active enemies
    2. Open-Area
      1. Goal
        1. Defeat all enemies
      2. Behavior
        1. Enemies walking along a path. All enemies attacking the player if he is inside the zone
        2. Enemies will following the player until he left the attack borders
      3. Restriction
        1. Player can leave (go through) the attack zone at any time
      4. Spawnpoint
        1. Bahavior
          1. Invisible
          2. Indestructibly
        2. Spawnlocation
          1. On path
        3. Determination
          1. none
        4. Properties
          1. Maximum active enemies
          2. Spawn ratio
          3. Maximum of enemies
    3. Spawn-Area
      1. Goal
        1. Destroy the spawnpoint and all enemies
      2. Behavior
        1. Continually spawing of enemies until the spawnpoint is destroyed
      3. Restriction
        1. Player can not leave the Attack-Zone until the goal is reached
      4. Spawnpoint
        1. Bahavior
          1. Visible
          2. Destructible
        2. Spawnlocation
          1. On spawnpoint
        3. Determination
          1. none
    4. Boss-Area
      1. Goal
        1. Defeat the boss
      2. Behavior
        1. none
      3. Restriction
        1. Player can not leave the Attack-Zone-Borders until the goal is reached
      4. Spawnpoint
        1. Bahavior
          1. Invisible
          2. Indestructibly
        2. Spawnlocation
          1. On path
        3. Determination
          1. none
  2. Enemy types
    1. Boss
    2. Commander
      1. Properties
        1. Action range
        2. Magic number of courage
    3. Bishop
      1. Properties
        1. Action range
        2. Detect range
        3. Thoughts per second
        4. Badly injured
        5. Confused
        6. Magic Number of courage
    4. Adept
  3. Enemy behavior
    1. All enemies
      1. Movement
        1. Go through enemies
        2. Go through player
        3. Turn on place
      2. Attacking
        1. In detect range and player in sight at all times
      3. AI
        1. On path
          1. Walks along to the next path node
          2. Node reached?
          3. [true]
        2. On spawn
          1. Spawn somewhere over a path node
          2. Walk to the nearest path node at viewing direction
          3. Node reached?
          4. [true]
        3. On path node
          1. Badly injured?
          2. [true]
          3. [false]
          4. Make decision
          5. Turn left to the next node
          6. Turn right to the next node
          7. Decision check
          8. Is there a next path node
          9. [true]
          10. [false]
        4. On create
          1. Enemy gets melee or distance attacker
        5. On player attack
          1. Switch to attack mode
        6. Attack mode
          1. Check condition
          2. Check interval
          3. Every own thoughts per seconds
          4. Health okay?
          5. [true]
          6. Facing player?
          7. [true]
          8. In action range?
          9. [true]
          10. Make decision
          11. Attack
          12. [IF] commander
          13. Order henchmen
          14. [IF] bishop or Adept
          15. [IF] distance
          16. Shot forward
          17. [IF] melee
          18. Go close to player and hit him
          19. Go backward
          20. Be shy
          21. Go backward
          22. [false]
          23. Go forward
          24. [false]
          25. Turn around
          26. [false]
          27. Badly injured?
          28. [true]
          29. Facing player?
          30. [true]
          31. Turn away of player
          32. [false]
          33. Go away
          34. Confused?
          35. [true]
          36. Stop walking
        7. Patrol mode
          1. Check condition
          2. Check interval
          3. Every own thoughts per seconds
          4. In detect range?
          5. [true]
          6. Facing player?
          7. [true]
    2. Bishop / Adept
      1. Path allocation
        1. Active path
      2. Birth
        1. Path node
      3. Birth condition
        1. Trigger
      4. Birth effect
        1. none
      5. Dead effect
        1. [IF] Henchmen-Zone
          1. Update spawnpoint
      6. Attack possibilities
        1. Melee
        2. Distance
  4. Spawnpoint behavior
    1. Check condition
      1. Maximum enemies active?
        1. [false]
          1. Enemy spawn possible?
          2. [true]
          3. Maximum spawn amount per spawn
          4. Spawn enemy
          5. [false]
          6. All enemies dead?
          7. [true]
          8. [false]
      2. Trigger triggered?
    2. Spawnpoint properties
      1. Currently active enemies
  5. Attack-Zone behavior
    1. Check condition
      1. Check interval
        1. Every frame
      2. Zone active?
        1. [true]
          1. Player in Trigger-Zone?
          2. [true]
          3. Goal reached?
          4. [true]
          5. Deactivate restriction
          6. Deactivate zone
          7. [false]
          8. Activate restriction
          9. Check their spawnpoint
  6. Marker explanation
    1. Topic
      1. Node / all subnodes are milestone chunk
      2. Node / all subnodes are current milestone
    2. Topic
      1. Node / all subnodes outstanding / arguable
    3. Topic
      1. Node / all subnodes verified
    4. Topic
      1. Node / all subnodes changeable
    5. Topic
      1. Node / all subnodes determined
    6. Topic
      1. Node development progress
    7. Topic
      1. Node / Feature canceled
  7. Dates
    1. Milestone I
      1. Nov 22, 2011
    2. Milestone II
      1. Jan 27, 2012
    3. Milestone III
      1. unknown
    4. Milestone IV
      1. unknown