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v0.3.1 — Timed waves, Boss builds and sharper combat
⏱️ v0.3.1 — Continuous survival, Boss waves and sharper combat
Survive, build, and break the horde. This stable release includes the changes since v0.2.9 and the intervening v0.3.0 prereleases.
🌊 Survive the clock and build your run
- Ordinary waves have 3, 4 or 5 minute survival limits according to map size. Clear the finite enemy objective to finish early, or survive until time runs out. Enemies keep arriving from nearby reachable entrances or warned safe ground, with a fast opening and a stronger final phase.
- Every fifth wave brings one extra minute and an escalating encounter: one Boss at waves 5/10, two at 15/20 and at most three from wave 25. Defeat every Boss to advance immediately, or survive the limit for the normal reward. The clock sits inside WAVE and freezes during pause/disconnect holds.
- Each player chooses one of three upgrades between waves, within 12 seconds. Firepower, vitality, shield and magazine bonuses accumulate; first aid and resupply restore current resources. Everyone confirming starts the next wave immediately.
- Defeating all Bosses doubles each player's one selected reward. Timeout clearing grants no extra kill XP or drops, while map objects, placed equipment and existing supply crates remain.
👹 Meet the Bone Tyrant and Ember Lord
- The Bone Tyrant gains a second independently warned and aimed charge below half health. The Ember Lord lays three fire marks and casts more frequently below half health. Ordinary nonfatal hits do not interrupt Boss skills.
- At most four ordinary zombie reinforcements accompany a Boss. Disabling devils selects the Tyrant for every Boss wave.
- Each Boss has one compact, numeric-free overhead health bar and counts under DEVIL. Bars follow the Boss and use confirmed health in LAN play.
- Bone Chargers and Ember Priests retain their distinct ordinary skills. Refined bone armor, rust bracers, layered crowns, molten seams and the Lord's furnace chest follow the original body animation.
- Charge warnings reflect the real hit radius and stop at static obstacles. Fire warnings remain visible at LOW detail. Timed arrivals appear before their first stationary spell.
🔫 Clearer guns, bullets and trajectories
- All five held guns have independent refined geometry and material separation: steel pistol, boxy UZI, warm shotgun furniture, olive rocket tube and twin-rail heavy gun.
- Warm bullet/pellet tracers, cyan rail cores, directional rockets and short matching muzzle effects distinguish ordinary and enchanted fire. Resolved hitscan traces stay aligned with their original muzzle and impact line.
- Four character skins, original animation sequences and exact gameplay anchors are retained. Art does not change weapon damage, rate, range, spread or collision, and original assets/classic fixtures remain available.
📦 Also included since stable v0.2.9
- Tiered personal growth: inexpensive basic levels, then progressively slower elite levels with stronger health/shield, damage and finite-ammo rewards. Existing saved runs retain their prior curve; weapon milestones remain. Growth continues beyond level 125 and wave selection beyond 100, with bounded high-wave initialization. Timed selected-wave builds now account for map duration and spawn pacing without replaying every previous wave.
- Purple priest crates enchant the held weapon for 35% extra damage and additional ordinary-bullet penetration. Supplies, upgrades, switching, saves and recovery crates preserve a nonempty weapon's enchantment; depletion ends it, including after a later refill.
- Supplies preserve inherited capacities, single-weapon rewards refill the right weapon, and confirmed P1/P2 pickup messages keep stable spacing. Main-menu and conditional LAN controls have clearer layouts.
- Optional save extensions preserve timers, drafts and Boss state. Old saves migrate once without refilling current health, armor or ammunition. LAN negotiates optional new rules; older peers and death match retain their supported behavior.
Windows portable: Boxhead 2Play Rooms-0.3.1-portable.exe. Saves and settings remain in %USERPROFILE%\.boxhead.
The authorized streamlined release gate passed: 1,719 Vitest tests, all three TypeScript configurations and production build, 188 browser UI checks, 49 audio checks, a real delayed-input packaged LAN pair, packaged native window/input/fullscreen/persistence checks and the actual portable EXE. Existing conditional skips remain unchanged. LAN checks cover common confirmed gameplay/sound/decal identities, multiple Bosses, partial defeat, real disconnect recovery, doubled-reward deduplication and checkpoint retry. Historical version-by-version duplicate runs and the rendered performance/stress matrix were omitted as agreed; no gameplay/LAN performance improvement is claimed. The portable extraction matches all current runtime files; SHA256 is provided alongside the download.
Detailed changes and verification (Chinese)
Full changelog: v0.2.9...v0.3.1