Commit f62072

2026-09-20 16:08:17 Anonymous: Western Promenade: the measured fight is 47 s now that no shot is wasted on a dying enemy
hold the flood/rooms.md ..
@@ 127,6 127,6 @@
- **Nothing else:** no jobs, no items lying about, no panel. Nothing on screen says that the enemies have started, how many are left, or that they have stopped coming *(not asked for; easy to add)*.
- **A game saved before this room existed gets the room:** the station is laid out as the content has it now, not as the save remembered it, and the message line says "The station has changed since this game was saved. Its new rooms are there now."
- **Measured, not decided** (a scripted play, the astronaut standing still in the middle with only the starting gun): the room is won in 53 seconds, 64 enemies come, never more than 15 at once, and **the astronaut is never touched**: the gun reaches 15 metres and every hit kills, so they fall long before they arrive. With the gun left aboard they do arrive and hurt: in one play check 15 of them took the astronaut from full health to 45% in about 25 seconds (at an earlier walking speed of 1.2). Whether that is how hard this room should be is the owner's call.
+ **Measured, not decided** (a scripted play, the astronaut standing still in the middle with only the starting gun): the room is won in 47 seconds (53 before guns learned to leave a dying enemy alone, 2026-09-20: see The Pack, "Two of the same gun"), 63 or 64 enemies come, never more than 15 at once, and **the astronaut is never touched**: the gun reaches 15 metres and every hit kills, so they fall long before they arrive. With the gun left aboard they do arrive and hurt: in one play check 15 of them took the astronaut from full health to 45% in about 25 seconds (at an earlier walking speed of 1.2). Whether that is how hard this room should be is the owner's call.
**New building blocks this card added:** a side of a room can be a row of large decorated windows onto open space; a room can fill with enemies by the rules described under "Rooms that fill with enemies"; a fourth, weak and slow kind of enemy; a chest that appears when a room is won and gives an item; open space is no longer drawn over a neighbouring room.
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