2026-09-21 14:25:50
Anonymous:
Record full Oxygen Tank reward in Waiting Area
hold the flood/the pack.md ..
@@ 35,8 35,8 @@
The first three cards are the owner's. The rest are my conversions of the existing parts, to be corrected.
- **Simple FoF detector** *(owner's card)*: 1x1. Self-activates 1 per second. When active: if an enemy unit exists within 15 metres, all adjacent items get activated. Cooldown 1 second. Adjacency range 1.
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- **Current place to find it, 2026-09-21:** the chest earned by clearing the [Waiting Area](/Hold%20The%20Flood/Rooms). The implementer chose this fixed reward under the owner's instruction to select an existing wiki item at design time. The game does not choose it randomly; the owner may change the choice after trying it. The detector's item card is unchanged.
- **Oxygen Tank** *(owner's card, 2026-09-17)*: 3x1. Good for 5 minutes. While it lies in the pack it feeds the suit by itself; there is nothing to click. With several tanks the emptiest goes first, so a full one stays full for whoever needs it. A tank on the floor feeds nobody.
+
- **Current additional place to find it, revised 2026-09-21:** the chest earned by clearing the [Waiting Area](/Hold%20The%20Flood/Rooms) gives a full tank with five minutes of oxygen. The implementer chose this fixed replacement after the owner asked for another reward. Unopened chests and new trips use the tank; a detector already awarded is retained, whether collected or left in an already opened chest. An opened chest does not award a second item. The tank's item card is unchanged.
- **Service Gun** *(owner's card, 2026-09-17)*: L tromino, three squares. Fires every 0.2 second at the nearest target for 5 damage. Ammo 8. Auto reload: 1 second. Built as: self-activates every 0.2 second; it fires only when it can see an enemy within 15 metres (the range is my assumption: the card gives none); with nothing to shoot at it spends no ammunition; after the eighth shot it reloads by itself for one second.
- **Two of the same gun** *(owner decision, 2026-09-20)*. The owner's problem, in his words: "the player has 2 identical guns. they shoot the same time, and would in almost all cased pick the same target. this makes their bullets basically overlap which would make it feel to the player like he only has 1 pistol." Out of six ideas he chose two, together ("I agree with combining 1 and 2"):
1. **A gun never aims at an enemy that is already as good as dead.** Each gun takes the nearest enemy it can see that the shots already in the air will not kill. Two guns drop two enemies at once; a lone enemy that one shot will kill gets one shot, and the other gun keeps its rounds; a tough enemy gets exactly as many shots as it takes. A shot that misses, or hits somebody who stepped in the way, stops counting the moment it is gone, and its target is fair game again. This holds for every weapon, the pack screen's item text now says "the nearest enemy it can see that is not already about to die", and it changes the card's "fires at the nearest target" to **"fires at the nearest target that still needs a shot"** *(these last words are mine: the owner has not yet said how the card should read)*.