Document v0.4.0 expansion
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# Enemies
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All **6 enemy types** in MeatSlicer, plus elites, drops, and the exact difficulty-scaling formulas. Pulled from `js/enemies.js` and `js/rooms.js`.
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All **11 enemy types** in MeatSlicer, plus elites, drops, and the exact difficulty-scaling formulas. Pulled from `js/enemies.js` and `js/rooms.js`.
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---
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@@ -88,22 +88,40 @@ Suicide bomber. Charges at you; within 56 px its **0.5 s fuse** lights (it flash
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## Spawn weights
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| Enemy | Floor 1 | Floor 2 | Floor 3+ |
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|---|---|---|---|
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| Shambler | 40 | 40 | 40 |
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| Runner | 25 | 25 | 25 |
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| Spitter | — | 18 | 18 |
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| Splitter | — | 16 | 16 |
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| Exploder | — | — | 14 |
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| Enemy | First floor | Weight |
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|---|---:|---:|
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| Shambler | 1 | 30 |
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| Runner | 1 | 22 |
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| Spitter | 2 | 14 |
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| Splitter | 2 | 12 |
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| Exploder | 3 | 10 |
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| Censer | 4 | 8 |
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| Bulwark | 5 | 8 |
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| Flenserling | 5 | 7 |
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| Choirmaster | 6 | 6 |
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| Brood Sac | 7 | 6 |
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Weights stay flat once unlocked; floors get harder through stat scaling and wave size, not new mixes.
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## New enemy types
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**Censer** — 34 HP, speed 45, damage 1, radius 19, XP 3; floor 4, weight 8. A zone caster that every ~3.3s predicts player movement and telegraphs a hostile acid pool (radius 38, 0.75s warning, ~4.2s life). Excluded from wave picks when the arena's minimum dimension is below 300px.
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**Bulwark** — 60 HP, speed 38, damage 2, radius 23, XP 3; floor 5, weight 8. Slowly faces the player; hits within ±70° of its front deal 20%, flank/rear hits full. Resists on-hit stun and cannot be elite.
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**Flenserling** — 22 HP, speed 150, damage 2, radius 16, XP 3; floor 5, weight 7. Periodically phases untargetable, appears behind the aim vector, and lunges.
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**Choirmaster** — 40 HP, speed 50, damage 1, radius 19, XP 4; floor 6, weight 6. Its 180px aura grants +35% speed and heals nearby non-boss monsters ~1.8% max HP per second (minimum 0.5). At most one is selected by a normal wave.
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**Brood Sac** — 45 HP, speed 20, damage 1, radius 22, XP 4; floor 7, weight 6. Spawns 2 Minis every 4s and 4 on death. At most two are wave-selected; the brood population cap is 40. Cannot be elite and is excluded from thin halls.
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## Elites
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Any wave-spawned enemy can roll as an **elite** (gold ring, HP bar pip):
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- Chance: `min(0.03 + floor × 0.02, 0.20)` — 5% on floor 1, capping at 20% from floor 9.
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- **HP ×2.6**, speed ×0.9, contact damage **+1**, radius ×1.45, XP ×3.
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- Bulwark and Brood Sac are excluded from elite rolls.
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- Drops: 3× XP plus 3–5 bonus gems, **18% + luck×10% chance of an item pedestal drop**, otherwise 60% + luck×20% chance of ammo.
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## Drops
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@@ -135,7 +153,7 @@ base speed × (1 + 0.04 × (floor − 1) + 0.01 × power) × (elite ? 0.9 : 1)
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**Contact damage:** flat per type (elites +1) — it **never scales with floor**. What kills you late-game is volume, speed, and HP pools, not bigger hit numbers.
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**Pressure** (see [gameplay.md](gameplay.md#pressure-dynamic-difficulty)) ranges 0.75–1.60 and multiplies both HP and speed. Playing flawlessly pushes it up; getting hit pulls it down. The title-screen **Pressure Dial** (−5…+5) tunes how fast it rises per clean room and how much relief each hit grants — and every point of score is multiplied by the live pressure value.
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**Pressure** (see [gameplay.md](gameplay.md#pressure-dynamic-difficulty)) ranges 0.60–2.00 and multiplies both HP and speed. Playing flawlessly pushes it up; getting hit pulls it down. The title-screen **Pressure Dial** (−10…+10) tunes how fast it rises per clean room and how much relief each hit grants — and every point of score is multiplied by the live pressure value.
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### Wave spawn telegraph
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