feat: boss-room loading overlay, drop HUD pressure multiplier, elite Brood Sac 4-6 minis
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Quintine committed 2026-08-15 00:24:05 +10:00
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@@ -7,6 +7,18 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [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
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@@ -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.
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@@ -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 |