2026-09-21 16:06:47
Anonymous:
Record selected Arc Emitter and Trigger reward location
hold the flood/the pack.md ..
@@ 36,7 36,6 @@
- **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.
- **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.
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- **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)*.
@@ 44,9 43,11 @@
- **Measured in the Western Promenade** (scripted, standing still in the middle): with one gun the room now takes 47 seconds instead of 53, because a single gun no longer wastes shots on an enemy that is already dying; with two guns it also takes 47, because that room's length is set by how fast the enemies arrive, not by how fast they fall. The second gun shows its worth when more come than one gun can drop (one gun manages about three a second).
- **Pulse Projector:** 1x2. Activated by a neighbour. When active: fires one shot at the nearest enemy it can see. Cooldown 0.6 seconds.
- **Trigger button:** 1x1. Activated by the player's button, click or Space. When active: all adjacent items get activated. Cooldown 0.2 seconds.
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- The Trigger button is now paired with the Arc Emitter in the Waiting Area chest; see the Arc Emitter note below.
- **Barrier Plate:** 1x2. Activated by a neighbour. When active: raises a shield in the direction the astronaut faces for 1.2 seconds. Cooldown 1.5 seconds.
- **Relay** *(the Fork Relay)*: 1x1. Activated by a neighbour. When active: all adjacent items get activated. Cooldown 0.2 seconds. It passes an activation along, so a detector can reach items it does not touch. It is still the part the Cargo Turn service board needs.
- **Arc Emitter:** 2x2. Activated by a neighbour. When active: lightning jumps from the nearest enemy through up to six bodies standing close together. Cooldown 3 seconds.
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- **Current place to find it, selected 2026-09-21:** the cleared [Waiting Area](/Hold%20The%20Flood/Rooms) chest supplies one Arc Emitter and one Trigger button. The owner selected the pair to try a new mechanic. Place them next to each other in the pack; click or Space activates the emitter through the button. An item that does not fit stays at the chest for later collection. Previously awarded tanks or detectors remain property; already opened chests do not gain a second reward set. The item cards are unchanged.
- **Isolation bridge:** 1x4 bar. Does nothing in the pack. It is cargo, and it is awkward on purpose.
- **Scrap and other loot:** 1x1 up to odd shapes of five or six squares. Does nothing in the pack. Loot is where the awkward shapes live.