- Every special weapon gets an explicit 'refill' (units per ammo pickup,
tuned so one pickup funds ~10 kills) replacing the ammoRefillFraction
log2 heuristic and ammoWeight overrides
- Bile Blunderbuss + The Cauterizer join Red Right Hand as time-denominated
stream weapons ('drain' per second) instead of per-shot cost
- Sawblades ricochet through enemies (bounce fix), traps catch 3 victims,
lobbed projectiles arc overhead and always trigger at the target point
(Flesh Masher / Trap Queen / Swarm Jar payloads now actually deploy)
- Boss rooms stock one ammo on entry and drop one guaranteed on death
- Cauterizer burn trimmed (2.2s x2 -> 1.5s x0.8), bile acid pools trimmed
(3.5s x1.5 -> 2.5s x0.8), Marrow Draught now covers stream drain
- New tools/ammo_sim.js calibrates every weapon into the 8-13 kills/refill
band (all 15 pass); smoke test guards the ammo structure
- v0.3.0, cache bump v=44
- Regenerated all 13 weapon fire one-shots and 4 weapon loops via the audio
specialist (ElevenLabs) with a 1993 Doom style brief: chunky, bass-heavy,
crunchy 90s FPS sounds
- New clips wired into SfxBank: ui_active, ui_active_empty (active items),
ui_curse (legendary pickups, replaces the normal item jingle), plr_revive
(Second Skin revive)
- Footstep system removed entirely (never worked right): Sfx.footstep, 8
plr_step* samples and bank entries, player.js call site, smoke test block
- Cache v=42
Legendaries (cap 1, boss-only): Butcher's Oath, Second Skin, Twin Sidearm,
Crimson Metronome, Abattoir Engine, Gore Crown, Thousand Teeth, Hollow Father,
The Last Cut, Meat Grinder. Once-per-floor flags reset in nextFloor.
Balance fixes: Ghoul Heart now +4 HP (2 full hearts); Brass Magazine ammo
efficiency uses the same diminishing additive formula as Scrap Feed.
- Bigger gore-red Minis (r10->14, sprite 32->48) with regenerated art
- Wider, walkable doorways: clear passage for open, teeth only when locked
- 500ms spawn telegraph so wave spawns no longer blindside the player
- Item stickiness ramps 10%/owned item (cap 50%) instead of flat 50%
- Title-screen Pressure Dial (-5..+5) tunes rise/relief; score x live pressure
- Vitals HUD: two-row hearts, half-container outlines, half-heart shield pips
- Readable 8-page field manual (bigger panel + fonts, implants split)
- HUD opacity slider in pause menu (boss bar + toasts stay opaque)
- Scrap Feed now has diminishing returns like Thick Hide
- Docs, cache-bust v37, and smoke coverage for all of the above
The perk now grants a 3% roll per stack to mend half a heart on combat
room clears instead of a guaranteed heal. Worm Gut's guaranteed room
heal is unchanged; the new roomHealChance stat is separate.