Commit 0349bc

2026-09-22 22:45:26 Anonymous: Record implemented Entrance roles, hit response and readable presentation
hold the flood/combat and enemy roster.md ..
@@ 1,6 1,28 @@
# Hold The Horde — Combat And Enemy Roster
- ## Current enemy attack timing — owner revision, 22 September 2026
+ ## Entrance Sector ordinary enemies — current implementation, 22 September 2026
+
+ The owner authorized this first Entrance Sector trial after the comparison with the implemented Vampire Survivors data. The Western Promenade, Waiting Area and Cafeteria are rooms in one zone. They share the ordinary roster and encounter schedule; their furniture and routes shape how the same crowd approaches. Later zones will have their own enemies, rules and higher baseline difficulty. Their tables and the clock policy for crossing zone boundaries are not implemented by this change.
+
+ These are the complete effective stats of newly spawned ordinary dynamic enemies. Threat changes incoming composition, nearby population and replenishment, rather than multiplying these stats as time passes. Existing bodies retain their birth stats. The old content slots remain so static encounters and legacy departures can retain their own underlying stats.
+
+ | Entrance role | Existing content slot | HP | Speed | Successful ordinary hit | Windup / recovery | Reach / physical radius | Hits from the 5-damage Service Gun |
+ |---|---|---:|---:|---:|---|---|---:|
+ | Crowd | `role.weak` | 10 | 2.0 m/s | 5% of full player health | 0.10 / 1.00 s | 1.1 / 0.35 m | 2 |
+ | Heavy | `role.waiting` | 40 | 1.4 m/s | 5% | 0.10 / 1.00 s | 1.1 / 0.35 m | 8 |
+ | Runner | `role.flanker` | 8 | 3.2 m/s | 8% | 0.06 / 1.00 s | 1.4 / 0.40 m | 2 |
+
+ Crowd is the numerous body that fire can clear to open a route. Heavy takes a whole eight-shot reference magazine but moves slowly enough to walk around. Runner reaches openings sooner than the other two, while remaining slower than basic 4 m/s walking. Its lower HP still takes two reference shots. All three retain the existing pursuit and melee behavior: Runner does not predict flanks or use the older proposed side-route lunge. Presser and Caller remain defined for existing content but are outside this Entrance spawn roster.
+
+ **Recognition before shooting:** all three reuse the existing zombie model and its ordinary poses. Crowd retains its cool blue tint and 1.1-second walk cycle. Heavy is rust tinted, 35% broader and deeper and 15% taller than Crowd's rendered mesh, with a slower 1.5-second walk cycle. Runner retains its taller mesh and amber tint, narrows its width and depth by 15%, and uses the existing 0.7-second run cycle. These are visual proportions only; physical radii and combat clearance do not change. Ordinary melee keeps each role's own colour through windup and recovery. The bite animation, death pose and Caller's special bracing flash remain.
+
+ **Hit response:** a surviving ordinary dynamic enemy struck by the Service Gun can be pushed along the incoming shot direction: up to 0.30 m for Crowd, 0.05 m for Heavy and 0.45 m for Runner. Each body allows that response at most once per 0.25 simulation seconds. Extra shots still damage it. Walls, furniture, living bodies, the astronaut and forbidden boundaries can reduce or prevent the movement. The push does not cancel or restart attacks and does not add a stun. Static or legacy enemies and other damage sources do not acquire this response.
+
+ **Ordinary melee protection:** after an ordinary dynamic melee hit, further ordinary dynamic melee damage is suppressed for 0.25 simulation seconds. If several valid ordinary strikes commit in one simulation step while unprotected, only the strongest applies. Every attacker still enters normal recovery, including suppressed attackers; no damage is queued for later. Misses and barrier-blocked attacks do not grant this protection. This is scoped to the three ordinary dynamic roles, not general invulnerability against static enemies or other hazards. [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) owns these shared contact rules.
+
+ [Threat](/Hold%20The%20Flood/Threat) owns the complete nine-minute schedule, its repeating final three phases, nearby target, connected cap, placement and remote-retirement rules. Bosses belong in specific rooms and are outside this schedule. Rewards were not rebalanced with these changes. These are initial trial values, not validated balance. The stationary run with two starting pistols is a diagnostic; defeat at roughly two to three minutes is not a target.
+
+ ## Retained enemy attack timing — earlier owner revision, 22 September 2026
**Owner request, word for word:**
@@ 15,20 37,22 @@
| Defined enemy role | Windup | Recovery |
|---|---:|---:|
- | Weak zombie | 0.10 s | 1.00 s |
- | Tough zombie | 0.10 s | 1.00 s |
- | Flanker | 0.06 s | 1.00 s |
+ | Crowd / former Weak zombie slot | 0.10 s | 1.00 s |
+ | Heavy / former Tough zombie slot | 0.10 s | 1.00 s |
+ | Runner / former Flanker slot | 0.06 s | 1.00 s |
| Presser | 0.09 s | 1.00 s |
| Caller (special call) | 0.30 s | 1.00 s |
- The existing attack sequence remains: wind up, resolve one hit if the target is still valid and in reach, then recover before starting another attack. Contact does not apply damage every frame. A missed or blocked melee strike also uses the recovery period. The one-second recovery is a rest period after the attack, not a promise of exactly one hit per second: a later strike also needs its windup. Timing takes effect on the next simulation step at or after expiry. No change to damage, movement speed, health, Threat rates/caps, loot, safe-room protection or barriers accompanies this revision.
+ The existing attack sequence remains: wind up, resolve one hit if the target is still valid and in reach, then recover before starting another attack. Contact does not apply damage every frame. A missed or blocked melee strike also uses the recovery period. The one-second recovery is a rest period after the attack, not a promise of exactly one hit per second: a later strike also needs its windup. Timing takes effect on the next simulation step at or after expiry. That earlier timing-only revision did not change damage, movement speed, health, Threat rates/caps, loot, safe-room protection or barriers. The later Entrance revision above changes ordinary dynamic enemy stats and spawning while retaining these attack timings.
These are current implementation rules and supersede earlier descriptions of long, visibly signalled ordinary melee windups below. The additional unimplemented roles, featured scenarios and effects below remain design proposals; this change does not add them to the game. [Threat](/Hold%20The%20Flood/Threat) owns the current dynamic-room progression.
- Verified in Unity: all 298 Core and 82 Unity tests passed. Focused checks cover the five shipped timing cards, delayed first contact damage, the complete one-second recovery before a second windup, the Caller's shortened brace, normal melee colours, preserved bite/death poses and the special bracing flash. These checks verify behavior, not whether the new timing is balanced or enjoyable; that remains for owner playtesting.
+ Historical verification of the earlier timing-only revision: all 298 Core and 82 Unity tests passed. These counts are not verification of the subsequent Entrance redesign. Focused checks cover the five shipped timing cards, delayed first contact damage, the complete one-second recovery before a second windup, the Caller's shortened brace, normal melee colours, preserved bite/death poses and the special bracing flash. These checks verify behavior, not whether the new timing is balanced or enjoyable; that remains for owner playtesting.
## Earlier roster design and proposed encounters
+ **Status:** the remainder of this page preserves earlier roster, source, placement and setpiece proposals. Its named creatures, warnings, source-based encounters and growth examples do not describe the current Entrance implementation. The current three-role roster and contact rules above take precedence; the owner room cards and present station topology are on [Rooms](/Hold%20The%20Flood/Rooms).
+
The astronaut enters the Balance Gallery to close one pressure cap and inspect a far-wall mark. Across a fixed structural rib, a **Bellback** plants its feet and draws dust into a bright forward cone. Two feeding mouths begin opening behind it. Slow **Pressers** pour onto the gallery floor while a Breath Bank frosts one lane and the balance chamber leans toward whichever plate carries more weight.
The player chooses where the crowd should gather. Sealing one mouth early makes the room safer but gives the build less density to exploit. Holding the centre lets automatic fire keep working and puts more bodies in an arc chain, but Bellback’s locked pressure wave may scatter the knot or throw the astronaut off the cap control. The player can step behind the rib, face a manual Barrier into the wave, interrupt the unfinished brace with a Nozzle, or defeat Bellback. Each answer is visible before commitment.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9