Commit 23def5

2026-09-22 19:57:15 Anonymous: Double Threat speed, spawn rate, caps and HP at owner request
hold the flood/threat.md ..
@@ 1,6 1,12 @@
# Threat
- The owner requested a playable trial of the Threat spawning handoff on 22 September 2026. This page describes that first implementation. The numbers are initial tuning; the stationary two-pistol target is about two to three minutes before being overwhelmed, not a death timer. Difficulty never reads the player's equipment.
+ The owner requested a playable trial of the Threat spawning handoff on 22 September 2026, then doubled its speed, spawn rate, caps and health. This page describes the current revised trial. The numbers are initial tuning; the stationary two-pistol target is about two to three minutes before being overwhelmed, not a death timer. Difficulty never reads the player's equipment.
+
+ ## Owner tuning revision — 22 September 2026
+
+ > I don't love it yet. let's increase double all starting values: speed, spawn rate, max amount, and hp. for now, keep the increasing ratio as is, and we'll try again.
+
+ The current table doubles enemy movement speed, spawn attempts per second, connected-chain caps and absolute health at every Threat value. Multiplying the complete curves by two preserves their progression ratios and stage times. Damage, enemy mix, first-attempt grace, chest timing and static encounters keep their existing rules. Birth snapshots remain: existing enemies retain their saved stats; new enemies use the revised curve. Start a fresh departure to compare the revised opening consistently.
## Rooms and time
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| Threat seconds | Spawn attempts per second, start → end | Living enemies per connected chain | Weak / Tough / Flanker | Damage multiplier | Speed multiplier |
|---|---:|---:|---|---:|---:|
- | 0–60 | 0.50 → 1.25 | 15 | 100% / 0% / 0% | 1.00 | 1.00 |
- | 60–120 | 1.25 → 1.75 | 20 | 85% / 15% / 0% | 1.00 | 1.00 |
- | 120–240 | 1.75 → 2.50 | 30 | 70% / 20% / 10% | 1.00 | 1.00 |
- | 240–360 | 2.50 → 3.25 | 40 | 60% / 25% / 15% | 1.15 | 1.05 |
- | 360–540 | 3.25 → 4.00 | 50 | 50% / 30% / 20% | 1.30 | 1.10 |
- | 540 onward | 4.00 | 60 | 45% / 30% / 25% | 1.50 | 1.15 |
+ | 0–60 | 1 → 2.5 | 30 | 100% / 0% / 0% | 1.00 | 2.00 |
+ | 60–120 | 2.5 → 3.5 | 40 | 85% / 15% / 0% | 1.00 | 2.00 |
+ | 120–240 | 3.5 → 5 | 60 | 70% / 20% / 10% | 1.00 | 2.00 |
+ | 240–360 | 5 → 6.5 | 80 | 60% / 25% / 15% | 1.15 | 2.10 |
+ | 360–540 | 6.5 → 8 | 100 | 50% / 30% / 20% | 1.30 | 2.20 |
+ | 540 onward | 8 | 120 | 45% / 30% / 25% | 1.50 | 2.30 |
Spawn rate rises linearly within each interval. The other columns change at the start of each interval. Each successful spawn rolls its type independently; these are chances for new enemies, not quotas for survivors.
@@ 29,15 35,15 @@
| Threat seconds | Weak health | Tough health | Flanker health |
|---|---:|---:|---:|
- | 0 | 1 | 6 | 2 |
- | 60 | 6 | 16 | 4 |
- | 120 | 16 | 36 | 9 |
- | 180 | 24 | 50 | 14 |
- | 240 | 30 | 64 | 18 |
- | 360 | 40 | 86 | 24 |
- | 540 onward | 55 | 116 | 33 |
+ | 0 | 2 | 12 | 4 |
+ | 60 | 12 | 32 | 8 |
+ | 120 | 32 | 72 | 18 |
+ | 180 | 48 | 100 | 28 |
+ | 240 | 60 | 128 | 36 |
+ | 360 | 80 | 172 | 48 |
+ | 540 onward | 110 | 232 | 66 |
- Weak and Tough enemies start from 1 m/s and 5% of full astronaut health per strike. Flankers start from 2.4 m/s and 8% per strike. Existing attack reach, warning, recovery and body sizes remain. Each body keeps the health, speed and damage it had at birth; a new stage never heals or changes an existing body. No extra enemy abilities or combat-upgrade rewards are added.
+ Underlying Weak and Tough cards have 1 m/s and 5% of full astronaut health per strike; the Flanker card has 2.4 m/s and 8% per strike. The revised Threat speed multiplier starts at 2, giving Weak/Tough 2 m/s and Flankers 4.8 m/s. Damage is unchanged. Existing attack reach, warning, recovery and body sizes remain. Each body keeps the health, speed and damage it had at birth; a new stage never heals or changes an existing body. No extra enemy abilities or combat-upgrade rewards are added.
## Connected crowds
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## Validation
+ The doubled tuning passes all **367 tests (288 Core +79 Unity)**. Repeating the same actual-furniture stationary two-pistol check with enemy seed404/chest seed505 gave defeats at **1:31.68 in the Promenade,1:26.63 in the Waiting Area and1:27.07 in the Cafeteria**. These are single-seed diagnostics, not averages or moving-player balance. The owner's exact doubling is retained for the next playtest. Existing enemies keep their saved birth stats; new departures provide a consistent fresh trial.
+
+ The following combat measurements describe the previous, undoubled version and must not be treated as current balance results.
+
The implementation passed **367 tests: 288 Core and 79 Unity**, covering progression, chain caps, clock boundaries, randomness, deck reservations, pending rewards, static support, saves/migration, furniture routes and actual chest/controller interaction. A live reload exposed an existing host issue returning the player to the Dock despite a saved position; this is corrected, with a regression test and live reload verification in the Waiting Area.
Live checks confirmed an earned chest appears with the ordinary E prompt, draws one full Oxygen Tank into the pack, and retains its opened state and consumed card through reload. Ten seconds in a safe room left Threat unchanged; one second back in a dynamic room added one second. Returning kept the final Threat; the next departure reset it to zero and restored twelve deck cards. Owner save files were protected during testing and restored byte-for-byte afterward. New departures use Threat; an active pre-Threat save can be completed normally before starting the new system.
- Three isolated combat checks used actual room furniture, one fixed seed per room, a stationary astronaut with two Service Guns, fixed camera framing and 1/60-second steps. Defeat occurred at **4:04 in the Western Promenade, 3:43 in the Waiting Area and 2:59 in the Cafeteria**. These are individual diagnostic runs, not averages or a proven balance result. They use identical Threat settings; room geometry and crowd movement still affect the outcome. The two-to-three-minute target is therefore not confirmed across the rooms. The handoff's tuning was kept unchanged. Moving-player, broader-seed and later-departure balance require play feedback.
+ Three isolated combat checks used actual room furniture, one fixed seed per room, a stationary astronaut with two Service Guns, fixed camera framing and 1/60-second steps. Defeat occurred at **4:04 in the Western Promenade, 3:43 in the Waiting Area and 2:59 in the Cafeteria**. These are individual diagnostic runs, not averages or a proven balance result. They use identical Threat settings; room geometry and crowd movement still affect the outcome. The two-to-three-minute target is therefore not confirmed across the rooms. Those earlier checks kept the handoff's tuning unchanged; the owner subsequently doubled the four values above. Moving-player, broader-seed and later-departure balance require play feedback.
An initial unbounded diagnostic stalled the editor; no balance conclusion came from it. Bounded replacement checks exposed and corrected chest enclosure and repeated path-search work. The three successful runs had worst individual simulation steps of roughly43–50ms on this machine; this does not establish rendered frame-rate performance.
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