diff --git a/docs/CHANGELOG.md b/docs/CHANGELOG.md index 3c29a8e..d06b876 100644 --- a/docs/CHANGELOG.md +++ b/docs/CHANGELOG.md @@ -7,6 +7,18 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0 --- +## [0.9.5] — 2026-08-15 + +### Added +- **Boss-room loading overlay** — first visit of a boss room holds combat in `bossload` for at least 1s while the boss action sheet is warmed (decode + GPU upload) so the roar is not cut by the hitch. Re-entering a visited boss room skips the overlay. A failed sheet cannot deadlock the screen. + +### Changed +- **Elite Brood Sac summons** — an elite sac now seeds 4–6 minis per cycle (normal remains 2). Wave elite rolls still exclude Brood Sac; debug/other elite paths are the intended case. Death burst is unchanged (4). + +### Removed +- **Redundant RUN DATA pressure multiplier** — the `×N.NN` number next to score is gone; `PRESSURE NN%` and the bar remain. + + ## [0.9.1] — 2026-08-13 ### Changed diff --git a/docs/enemies.md b/docs/enemies.md index 78f572b..909f730 100644 --- a/docs/enemies.md +++ b/docs/enemies.md @@ -147,7 +147,7 @@ Its 180px aura grants +35% speed and heals nearby non-boss monsters ~1.8% max HP | XP | 4 | | First appears | Floor 7 (spawn 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. +Spawns 2 Minis every 4s (elite: 4–6 every 3s) and 4 on death. At most two are wave-selected; the brood population cap is 40. Excluded from normal wave elite rolls and thin halls; an elite sac (debug or other spawn paths) still uses the elite summon count. --- diff --git a/docs/gameplay.md b/docs/gameplay.md index ee9931e..9f28d16 100644 --- a/docs/gameplay.md +++ b/docs/gameplay.md @@ -271,7 +271,7 @@ Full formulas are in [enemies.md](enemies.md) and [bosses.md](bosses.md). - **Top-left — BUTCHER // VITALS:** level, hearts (red, 2 HP per heart; half containers render as half outlines) and shield hearts (cyan, 2 shield HP per heart), shown on up to two rows, XP bar, active weapon + ammo (red when below 25%), holstered weapon with `[R]` swap hint. - **Item tray** (below vitals): up to 24 item icons with tier numerals I–IX. - **Top-right — SECTOR MAP:** minimap. White = current room, red = boss, gold = item, gray = cleared, maroon = uncleared. Includes floor number. -- **Bottom-right — RUN DATA:** floor, kills, score (with the live pressure multiplier), PRESSURE % (with the dial setting), STREAK, pressure bar. +- **Bottom-right — RUN DATA:** floor, kills, score, PRESSURE % (with the dial setting), STREAK, pressure bar. - **HUD opacity** is adjustable from the pause menu (`;` / `'` or the HUD slider, 25%–100%). The boss HP bar and toast notifications always stay fully opaque. - **Bottom-center:** boss HP bar (during boss fights). - **Top-center:** toast notifications (pickups, floor intros, boss events). @@ -281,6 +281,7 @@ Full formulas are in [enemies.md](enemies.md) and [bosses.md](bosses.md). | Screen | What it offers | |---|---| | **Title** | INITIATE DESCENT, PRESSURE DIAL (−10…+10), HD REMASTER ON/OFF tag, control reference, best score, confirmed desktop exit | +| **Boss approach** | Full-screen hold on first boss-room entry: boss name + FRESH MEAT APPROACHES, ≥1s, then combat | | **Pause** | Jukebox (track cycling), SFX/music volume + HUD opacity sliders, resume/swap/auto/mute hints, Field Manual (`H` / `?` button) | | **Mutation Draft** | 3 perk cards, random cut, reroll, auto-draft | | **Game Over ("BUTCHERED")** | Floor, kills, score, NEW BEST CUT tag, restart | diff --git a/index.html b/index.html index 3b72dc1..187233b 100644 --- a/index.html +++ b/index.html @@ -6,32 +6,32 @@