Four-stage keyer in flood_key_magenta: unchanged border flood, strict
interior-pocket key, is_magenta fringe erosion, and despill; hd_assets
inherits it via import. New --reprocess mode re-keys assets/raw sources
without API calls (skips tiles, rebuilds sheets, never touches the
manifest). Pure-key #FF00FF pockets are gone from every HD webp.
draw_sprites.py renderers take scale/smooth/src_dir/out_dir keywords with
SD-identical defaults (verified pixel-for-pixel against the committed
sheets); smooth swaps NEAREST for LANCZOS/BICUBIC. tools/hd_assets.py
derives the 4x WebP tier from assets/raw sources: flood-key, crop,
margin/fit/center without palette quantization, then renders 4x sheets
through a temp PNG bridge.
- 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
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