diff --git a/docs/README.md b/docs/README.md index 849381a..e5f36ce 100644 --- a/docs/README.md +++ b/docs/README.md @@ -13,7 +13,7 @@ MeatSlicer is an endless top-down arena roguelite. You are the Butcher, descendi | [Gameplay Guide](gameplay.md) | Core loop, controls, player stats, rooms & floors, pickups, leveling, scoring, pressure/difficulty systems, HUD | | [Weapons](weapons.md) | All 16 weapons with exact stats, drop tiers, and damage math | | [Items](items.md) | All 82 passive items, stacking/tier rules, proc numbers, synergies | -| [Perks](perks.md) | All 23 Mutation Draft perks, XP curve, draft mechanics | +| [Perks](perks.md) | All 22 Mutation Draft perks, XP curve, draft mechanics | | [Enemies](enemies.md) | All 11 enemy types, elites, drops, wave and scaling formulas | | [Bosses](bosses.md) | All 9 bosses: rotation, scaling, full attack patterns, counters | | [Debug Console](dev-debug.md) | In-game cheat/inspection toolset (backtick `` ` `` key, `--dev` flag): all 8 tabs, run tainting, stat-rebuild internals | @@ -23,7 +23,7 @@ MeatSlicer is an endless top-down arena roguelite. You are the Butcher, descendi - **16 weapons** (1 infinite-ammo sidearm + 15 special weapons across 4 tiers) - **82 passive items** (stacking, tier cap IX) -- **23 perks** (draft 1 of 3 per level-up) +- **22 perks** (draft 1 of 3 per level-up) - **11 enemy types** (+ elite variants) - **9 bosses** (fixed rotation, one per floor) - **∞ floors** (permadeath, endless descent, high-score chase) diff --git a/docs/gameplay.md b/docs/gameplay.md index d1934a2..7e9dabe 100644 --- a/docs/gameplay.md +++ b/docs/gameplay.md @@ -113,7 +113,7 @@ Right-click is disabled (context menu suppressed). There is **no interact key** - Every hit taken deals a **minimum of 1 damage** (`max(1, round(dmg))`). - **Armor** gives a chance to completely ignore a hit. Each source of armor adds its listed chance directly (e.g. Tanned Hide +8%, Thick Hide +4%) — the block chance is simply `armor`, capped at 75%. A blocked hit shows "BLOCKED" and grants only 0.2 s of invulnerability. -- **Shield hearts** (cyan) absorb damage before real HP. They come from the Bone Plate item and Shield Heart perk, and are refilled to full at the start of each floor. Losing your last shield triggers a "SHIELD DOWN" warning. On the HUD they render at half-heart granularity — **2 shield HP = one full cyan heart**, matching red hearts (2 HP = 1 heart). +- **Shield hearts** (cyan) absorb damage before real HP. They come from the Bone Plate item and Shield Heart perk, and regenerate each floor: 25% of your max shields, rounded up to the next whole shield (1 shield = one full cyan heart = 2 shield HP); a new run starts at full. Losing your last shield triggers a "SHIELD DOWN" warning. On the HUD they render at half-heart granularity — **2 shield HP = one full cyan heart**, matching red hearts (2 HP = 1 heart). - Getting hit knocks you back 14 px, shakes the screen, and flashes a red vignette. ### Healing @@ -205,7 +205,7 @@ Clearing a combat room drops: | Elite enemy | 3× XP + 3–5 bonus gems · 18% + luck×10% **item** · else 45% + luck×15% ammo | | Boss | 1 item pedestal + 1 weapon (rolled at floor + 2) + 1 guaranteed ammo + stairs · the boss room also stocks 1 ammo when you enter · the stair hatch stays sealed for 3 seconds after the kill | -**Luck** is a player stat (Lucky Coin, Crow Bait, Scavenger perk) that scales most drop chances as shown above. +**Luck** is a player stat (Lucky Coin, Crow Bait) that scales most drop chances as shown above. --- @@ -224,7 +224,7 @@ The **PRESSURE** meter on the HUD is a run-long adaptive difficulty multiplier a - Range: **0.60 – 2.00** (starts at 1.00). - Gains for rooms cleared **without taking damage** (flawless streak). -- Taking damage **relieves** pressure, scaled by how big the hit was, how low your HP is, and how many recent hits you've taken. +- Taking damage **relieves** pressure, scaled by how big the hit was, how low your HP is, and how many recent hits you've taken. Hits that damage a shield grant no relief. - Decays passively while below 35% HP, or if you stall in a room for 90+ seconds. - Only affects enemies spawned *after* the change — living enemies keep their stats. @@ -234,9 +234,9 @@ The title screen has a **PRESSURE DIAL** (−10 … +10) that tunes how pressure | Dial | Rise / clean room | Relief on hit (base) | Behaviour | |---|---|---|---| -| **−10** | −0.020 | 0.080 | Strong mercy; negative rise respects the 0.60 floor | -| **−5** | 0 | 0.050 | Mercy — pressure does not rise from clean rooms | -| **0** | +0.010 | 0.030 | Standard — today's balance | +| **−10** | −0.020 | 0.040 | Strong mercy; negative rise respects the 0.60 floor | +| **−5** | 0 | 0.025 | Mercy — pressure does not rise from clean rooms | +| **0** | +0.010 | 0.015 | Standard tuning | | **+5** | +0.050 | 0 (none) | Ratchet — pressure can only ever rise; score floored at 1.00× | | **+10** | +0.100 | 0 | Maximum ratchet; pressure respects the 2.00 ceiling | diff --git a/docs/items.md b/docs/items.md index 3e10e91..f7e469f 100644 --- a/docs/items.md +++ b/docs/items.md @@ -113,7 +113,7 @@ All of these trigger from your weapon hits (orbital knives proc at half chance). | **Twin Hearts** | +1 max heart, heal to full | `maxHp +2`, `hp = maxHp` — the premium Rare HP item | | **Rendered Fat** | +½ heart, +4% armor | `maxHp +1`, `armor +0.04`, heal 1 — clean hybrid HP/armor | | **Gristle Cord** | +0.12s hurt immunity, +4% armor | `invBonus +0.12`, `armor +0.04` | -| **Bone Plate** | +½ shield heart each floor | `shieldPerk +1`, `shieldHp +1` — shields refill every floor (1 shield HP = ½ heart, renders as half a cyan pip) | +| **Bone Plate** | +½ shield heart each floor | `shieldPerk +1`, `shieldHp +1` — shields regen 25% per floor (rounded up) (1 shield HP = ½ heart, renders as half a cyan pip) | | **Second Stomach** | +½ heart and excess healing shields | `maxHp +1`, heal 1, `overShield +1` — overflow healing becomes shield HP | | **Tanned Hide** | +8% chance to ignore damage | `armor +0.08` — literal dodge chance, cap 75% | | **Dead Man's Clock** | +0.25s hurt immunity | `invBonus +0.25` — post-hit invulnerability 0.9 s → 1.15 s at tier I | @@ -261,4 +261,4 @@ Holding an active contributes a flat **+2** to power score. - **Split Tongue / Hydra Maw / Backstabber** multiply projectile count, which multiplies proc rolls per second — the core of most broken builds. - **Piercing Gaze + Ricochet Ribs** feed the slam/saw/beam "inert" bonus (+6% each) on The Tenderizer, Red Right Hand, and Spinal Tap, while also powering Swarm Jar maggots. - **Volatile Bile** chains: explosions can kill, which triggers more explosions (and frenzy, and lifesteal procs). -- **Bone Plate + Shield Heart** (perk) stack into a large shield that refills free every floor. +- **Bone Plate + Shield Heart** (perk) stack into a large shield pool that regens 25% per floor. diff --git a/docs/perks.md b/docs/perks.md index 3683a60..58502d2 100644 --- a/docs/perks.md +++ b/docs/perks.md @@ -1,12 +1,12 @@ # Perks -All **23 perks** in MeatSlicer, with exact effects pulled from `js/perks.js`. Perks are chosen through the **Mutation Draft** each time you level up, and last for the rest of the run. +All **22 perks** in MeatSlicer, with exact effects pulled from `js/perks.js`. Perks are chosen through the **Mutation Draft** each time you level up, and last for the rest of the run. --- ## The Mutation Draft -- Gaining a level queues a draft. When it opens, you're offered **3 random perks** from the full pool — all 23 perks are equally weighted; there is no rarity system. +- Gaining a level queues a draft. When it opens, you're offered **3 random perks** from the full pool — all 22 perks are equally weighted; there is no rarity system. - Choose with **1 / 2 / 3**, by **clicking a card**, or press **4 / Space** for a "Random Cut". - Press **R** to **reroll** all three choices (costs 1 reroll token). Rerolls come from the **Reroll Rib** item, which also grants +1 reroll every level-up. - Press **T** to toggle **Auto-Draft**: future level-ups instantly pick a random perk without pausing the game. The setting persists between sessions. @@ -54,7 +54,7 @@ XP comes from gems dropped by kills, room clears, and bosses, scaled by your `xp | Perk | Description | Exact effect | |---|---|---| | **Big Heart** | +½ max heart, heal ½ heart | `maxHp +1`, heal 1 | -| **Shield Heart** | +½ shield heart at the start of each floor | `shieldPerk +1`, `shieldHp +1` — refills every floor transition | +| **Shield Heart** | +½ shield heart at the start of each floor | `shieldPerk +1`, `shieldHp +1` — regen: 25% of max shields (rounded up to a whole shield) each floor transition | | **Thick Hide** | +4% chance to ignore damage | `armor +0.04` — literal dodge chance, cap 75% | | **Second Wind** | +0.15s hurt immunity | `invBonus +0.15` — post-hit invulnerability 0.9 s → 1.05 s | | **Spite Flesh** | Contact attackers take damage | `thorns +4` — melee attackers take `4 × dmgMul` | @@ -68,7 +68,7 @@ XP comes from gems dropped by kills, room clears, and bosses, scaled by your `xp | **Sinew Weave** | +3% move speed and range | `speedMul ×1.03`, `rangeMul ×1.03` | | **Magnet Bile** | +10% pickup radius | `magnet ×1.10` | | **Carrion Sense** | +8% pickup radius and pull speed | `magnet ×1.08`, `magnetPull ×1.08` *(note: pull speed is not currently wired into pickup movement — the radius half works)* | -| **Scavenger** | +4% drop luck | `luck +0.04` | + | **Bloodrush** | +5% XP gain, bonus crystal chance | `xpMul ×1.05` | | **Scrap Feed** | 5% less ammo (diminishing) | `ammoEff +0.05` per stack — saving fraction = rating/(1+rating), so each extra stack helps less (like Thick Hide) | @@ -93,18 +93,17 @@ XP comes from gems dropped by kills, room clears, and bosses, scaled by your `xp | 13 | Long Bone | Offensive | | 14 | Magnet Bile | Utility | | 15 | Quickening | Mobility | -| 16 | Scavenger | Utility | -| 17 | Scrap Feed | Utility | -| 18 | Second Wind | Defensive | -| 19 | Sharpened | Offensive | -| 20 | Shield Heart | Defensive | -| 21 | Sinew Weave | Mobility | -| 22 | Spite Flesh | Defensive | -| 23 | Thick Hide | Defensive | +| 16 | Scrap Feed | Utility | +| 17 | Second Wind | Defensive | +| 18 | Sharpened | Offensive | +| 19 | Shield Heart | Defensive | +| 20 | Sinew Weave | Mobility | +| 21 | Spite Flesh | Defensive | +| 22 | Thick Hide | Defensive | ## Drafting advice - **Perks are small, items are big.** A perk is worth ~0.5 power score; an item tier is worth 1.0. Perks smooth out a build; items define it. -- **Shield Heart** is one of the strongest defensive picks — it's a free refilling shield pip every floor, and it stacks with Bone Plate. -- **Scavenger / Bloodrush / Magnet Bile** early compound over a long run; **Sharpened / Adrenal Surge** scale whatever your weapon already does well. +- **Shield Heart** is one of the strongest defensive picks — it's free shield capacity that regens 25% each floor, and it stacks with Bone Plate. +- **Bloodrush / Magnet Bile** early compound over a long run; **Sharpened / Adrenal Surge** scale whatever your weapon already does well. - With **Auto-Draft** on, perks become a no-attention background bonus — good for speedrunning floors, bad if you're fishing for a specific build. diff --git a/index.html b/index.html index dd19a7c..4e66ffa 100644 --- a/index.html +++ b/index.html @@ -6,32 +6,32 @@