tools/score_weapons.js ranks the arsenal with a behavior-aware model:
effective DPS (bounce/boomerang/AoE/DoT multipliers), real engagement range,
spread-based accuracy, and damage pool per ammo load. Tier moves:
- Cleaver Cadence 0->1 (440px range + return re-hit outguns the starters)
- Bile Blunderbuss 1->2 (134 effDPS + slow + pools is secretly a heavy)
- The Cauterizer 2->3 (252 effDPS, highest sustained DPS in the game)
- The Tenderizer 2->3 (134 effDPS AoE, outscores Spinal Tap)
Tiers now: T0 repeater/marrow, T1 cleaver/saw/hemophage/eye,
T2 bile/guthook/fleshmasher/trapqueen/redhand, T3 cauterizer/tenderizer/
spinaltap/swarmjar. Smoke test pins the 2/4/5/4 distribution.
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