Quintine
b41dcd8ebb
feat: QoL weapon/UI batch — door fix, Red Right Hand + flamethrower right-offset, fire slowdown, literal armor dodge, persistent pedestals, menu shot-lock
2026-08-11 18:25:34 +10:00
Quintine
d9a921a1ea
Merge commit integrating big-rooms + linux-and-qol (keep both features)
2026-08-11 17:35:02 +10:00
Quintine
5d5eb3d265
feat: room-entry reaction buffer, 1.5s perk-selection lock, nearby-item toasts, Sine Weave stagger perk
2026-08-10 18:31:36 +10:00
Quintine
e801c02ef6
feat: 2.5s lockout before dropped weapons can be re-picked
2026-08-09 13:56:41 +10:00
MeatSlicer Developer
92491dd06e
Seal boss stairs after victory
2026-07-30 23:37:26 +10:00
MeatSlicer Developer
d96d492a43
Polish pause actions and duplicate weapons
2026-07-30 22:57:36 +10:00
MeatSlicer Developer
d9eae34df4
Normalize ammo economy: per-weapon refill, stream drain, behavior fixes
...
- 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
2026-07-30 22:06:10 +10:00
MeatSlicer Developer
7d33e36c1e
v0.2.0: item pickups hold their toast for 5.5s
...
Toast durations are now per-toast (addToast third arg); passive item and
active item pickups display for 5.5s instead of the default 2.5s.
Cache v=43.
2026-07-30 17:49:14 +10:00
MeatSlicer Developer
4dad22d087
Ammo economy: 25% less ammo per box, 25% fewer ammo drops
...
- AMMO_REFILL_SCALE 0.75 on ammoRefillFraction (smaller refills)
- AMMO_DROP_SCALE 0.75 on all three ammo spawn sites (room clear, elite,
normal kill); help/gameplay drop-rate text updated; cache v=41
2026-07-30 17:18:11 +10:00
MeatSlicer Developer
0ec12cd72c
Phase 5: active items — room-clear charged, dedicated pedestals, Space to use
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- ACTIVES table with 10 actives (Bone Nova, Offal Bomb, Blood Transfusion,
Cleaver Storm, Butcher's Bell, Marrow Draught, Slaughter Time, Panic Room,
Skinner's Coin, Gut Reroll); charges accrue +1/combat room, +2/boss
- Dedicated 'active' pickup with weapon-style swap-drop; 30% boss / 15% item-room
bonus pedestal spawns; flat +2 powerScore while held
- HUD active slot with charge pips + READY state; ACTIVES help page (12 pages);
teal medallion frame variant in draw_sprites.py; 10 generated icons
- Procedural Sfx.active()/activeEmpty() (real clips deferred to audio batch)
- Fix: toast panel width now fits the wider of title/subtitle and clamps to screen
- Bump asset cache to v=40
2026-07-30 17:14:25 +10:00
MeatSlicer Developer
a93802ebd9
Phase 3: 12 hook passives with conditional damage, auras, and kill/room effects
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- dmgLiveMul live damage channel wired into fireWeapon, sawTick, fireBeam, orbitals
- Dead Weight (execute), Cauterized Veins (burn bonus), Pain Engine, Iron Lung,
Slaughter Rhythm, Hollow Choir, Sawbone Coil, Glutton's Gut, Thresher Plate,
Blood Moat, Meat Hook, Blood Debt
- Iron Lung re-armed per room in enterRoom; Slaughter Rhythm stamps kills
- Targeted smoke tests for the five stat-conditional effects; icons + docs
2026-07-30 15:44:31 +10:00
MeatSlicer Developer
4f46d54e99
Item system overhaul: rarity bands, per-item caps, source pools + 14 new passives
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- Add ITEM_RARITY (common/uncommon/rare/legendary) with per-item tier caps
- Weighted pools per source: elites favour common, item rooms uncommon,
bosses rare/legendary; legendaries are boss-exclusive; capped items excluded
- Rarity-weighted powerScore so deep common stacks inflate difficulty less
- Differentiate duplicates: Grafted Trigger, Crow Bait, Hollow Bones, Twin Hearts
- 14 new clean passives incl. Chill Gland (activates slowOnHit) and Hooked Sinew
(activates magnetPull); revive magnetPull in pickups
- Rarity-tinted pedestal glow + nameplates, rarity-sorted HUD implant tray,
dynamic help implant pages (8 -> 9)
- Generate 14 item icons via gen_assets.py; bump asset cache to v=38
- Update smoke tests for 60 items, per-item caps, pools, weighted power
2026-07-30 15:21:02 +10:00
MeatSlicer Developer
8ab0857ee0
Add adaptive progression and item expansion
2026-07-29 18:30:21 +10:00