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v0.1.3

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@github-actions github-actions released this 10 Jul 04:24

v0.1.3

  • Redesigned all 15 campaign boss sprites (up to 72x52) with distinct silhouettes and
    run-time animation: Kraken's writhing tentacles, Vortex's orbiting orbs, Seeker's and
    Basilisk's player-tracking pupils, Nexus's tethered fire-pods, Titan's per-phase
    armour-break, Overlord's rotating crown spokes, Phantom's dematerialise mask.
  • Rewrote every boss movement pattern: bosses now dive, slam, lunge, teleport, patrol, and
    orbit through the player's zone instead of hovering in a strip near the top. Each
    zone-invading move is telegraphed; phase changes alter the pattern itself.
  • Added a flashing WARNING klaxon before each boss entrance, a white boss hit-flash, and a
    staged chained-explosion boss death.
  • Enemies no longer stack: spawn placement avoids fresh spawns and a per-frame separation
    pass nudges overlapping ships apart (covered by a new self-test).
  • Balance: missiles now deal 1/12 of boss max HP (was 1/10) and bombs 1/4 (was 1/3);
    Reaper's HP penalty removed; divers/lungers fire slightly slower; a third enemy speed
    tier lands after wave 24 and elites reach 22% from wave 20; life drops are slightly
    rarer in favour of gun upgrades.
  • Added floating score popups for combo tier-ups, elite bounties, and boss kills.
  • Shield pickups now grant ~10 seconds of full invulnerability in both builds, with an
    expiry warning blink; the browser port previously popped its shield on the first hit.
  • Mirrored the full boss, separation, and balance overhaul into the browser port and
    deployed the updated web build.
  • /shot now renders the boss roster across BOSSES1.BMP/BOSSES2.BMP and writes
    headless logic checks (separation + all 45 boss movement envelopes) to SELFTEST.TXT.