2026-09-22 20:14:37
Anonymous:
Record revised enemy attack timing and distinguish earlier progression diagnostics
hold the flood/threat.md ..
@@ 6,7 6,7 @@
> 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.
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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.
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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. This progression revision retained damage, enemy mix, first-attempt grace, chest timing and static encounter tuning; the later global attack-timing revision below also applies to defined static enemies. 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
@@ 43,7 43,7 @@
| 360 | 80 | 172 | 48 |
| 540 onward | 110 | 232 | 66 |
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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.
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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. Attack reach and body sizes remain. The later [enemy attack-timing revision](/Hold%20The%20Flood/Combat%20And%20Enemy%20Roster) shortens all defined windups to one tenth and sets every recovery to one second. Weak/Tough melee windup is 0.10 seconds and Flanker melee windup is 0.06 seconds. Ordinary melee retains its normal body colour during both phases; special-attack telegraphs remain available. 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
@@ 75,6 75,8 @@
## Validation
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The shortened attack timing and removed melee colour changes passed 298 Core and 82 Unity tests, including focused checks of the full attack/recovery cycle and visual states. The progression-only combat measurements below predate this attack revision and are not measurements of its balance. Owner playtesting of the new attack timing remains pending.
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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.