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Enemies

smsolutionsva-byte edited this page Jun 26, 2026 · 3 revisions

Enemies

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Enemies are low-poly robotic creatures built from pooled meshes with color-coded identity, chest cores, visors, plating, animated limbs, and LOD transitions. Their base values below are applied before difficulty, wave, mutator, and Easy elite adjustments.

Live enemy capture

This is the Tutorial mode's initial Normal enemy at close range. The public tutorial unlocks later enemy types only after kills; the roster and per-type behavior below remain implementation-verified rather than inferred from this single capture.

Normal enemy in the live Tutorial mode

The source-rendered reference below uses the game's pooled enemy manager for each of the six moving archetypes. It is not a gameplay encounter; it was staged only to make the visual differences between types inspectable, then the temporary showcase was removed.

All moving enemy archetypes from the implemented enemy manager

Enemy roster

Type First normal-wave appearance Base HP Base damage Base speed Score Combat behavior
Normal Wave 1 50 8 0.080 10 Balanced melee pursuer.
Fast / Stalker Wave 2 30 6 0.130 15 Fast tactical flanker that can dodge bullets.
Tank / Brute Wave 3 150 15 0.040 30 Slow, high-health melee threat.
Ranged / Sniper Wave 4 40 14 per bolt 0.050 28 Cyan kiter with charged energy bolts.
Boss / Overlord Difficulty-scaled boss era 300 25 0.050 100 Summons reinforcements, blinks, phases at 50% HP, and resists hacking.
Revenant Wave 6 onward, solo only 46 16 per gold bolt 0.105 65 Shielded trickster that shoots, blinks, regains health, and can melee.

Normal enemy UI text may call the basic target “Forest Creature”; tutorial introductions use Stalker, Brute, and Warden labels. The gameplay type names in this page follow the implementation.

Scaling and spawn conditions

  • Health receives 1 + 0.15 × wave, then difficulty and run-modifier health multipliers.
  • Damage receives a 2% per-wave ramp, capped after wave 40, then difficulty and modifier multipliers.
  • Speed receives a 0.6% per-wave ramp, capped after wave 40.
  • Snipers roll from wave 4 at 14% on Easy/Medium or 20% on Hard/Adaptive, plus a small wave-scaled bump.
  • Tanks roll from wave 3 and Fast enemies from wave 2; harder difficulties give both higher chances.
  • The Revenant has a 40% per-wave chance from wave 6 in solo, spawning one and sometimes two while capped at two alive. It never spawns in multiplayer.

Melee and ranged attack patterns

Melee archetypes use wind-up, strike, and recovery phases. Base attack configurations are intentionally forgiving: Normal attacks reach 4.5 units with a 900 ms cooldown; Fast attacks reach 4.5 with a 1,050 ms cooldown and can move during the swing; Tanks reach 5.0 with a 1,200 ms cooldown; Bosses reach 5.5 with a 1,000 ms cooldown and a very wide arc. An emergency overlap check prevents enemies clipping harmlessly through the player.

Snipers kite at standoff range and only charge a bolt with line of sight between 6 and 50 units. A charge takes 750 ms; bolts then fire on a 2,400 ms cooldown. Trees and other collision props can break line of sight. Snipers do not use the normal melee path.

Crowned Elite

Before the boss era, every fifth wave adds a Crowned Elite Tank. It has four times its otherwise-scaled health, a yellow crown visual, and a three-times score payout. It is an elite Tank rather than a separate enemy type.

Boss / Overlord

Bosses enter at wave 5 on Hard, 7 on Medium, 8 on Adaptive, and 10 on Easy. They are also added every fifth wave as a second boss after the era begins.

Behavior Confirmed details
Enrage At 50% health, phase 2 adds 35% speed and 30% damage.
Summon After an 0.85 s telegraph, calls mostly Normal and Fast minions with a 12% Sniper chance. Base packs are 3–4; phase 2 makes them larger and more frequent.
Blink Repositions around the player at a 9–16 unit fairness distance; available charge count and cadence are difficulty-scaled.
Hacking Immune to direct Subverter chips, hacked-enemy attacks, and hacked EMP damage.
Easy tuning Boss HP is halved and damage is multiplied by 0.55 before the rest of normal scaling.

Revenant

The solo-only Revenant is the apex trickster. It arrives shielded, fires gold bolts from 6–48 units, and can still melee at close range. Its shield cycles between protected and vulnerable windows; normal energy, cryo, shockwave, and Tesla attacks ping off the shield. Explosives—rockets, barrels, and nukes—shatter it and create a vulnerable window.

The Revenant can blink using charge-limited teleport behavior and may restore 15% of maximum health when not recently damaged (7% on Easy). A Subverted enemy may target it indirectly, suppressing its shield and blink behavior long enough to finish it.

Stationary Ranged Sentinels

Sentinels are separate environmental turrets, not a member of the six moving enemy archetypes.

Property Value
Health 80
Hit radius 0.95
Damage 18
Effective range 55 units
Charge telegraph 1.1 s
Cooldown 1.8 s
Reward 150 score before score multipliers

They are absent in Tutorial and Easy. Medium spawns two, Adaptive three, and Hard four. Sentinel beams require line of sight; terrain can block them. The turret head brightens while charging.

Visuals, death, and weaknesses

Enemies use high/medium/low LOD at 45/70/100 units and are only damageable at high-detail range. Death can detach a critical-hit head, trigger particles and explosions, and use Rapier ragdolls in solo if enabled and loaded. Multiplayer corpses use the lightweight fallback.

Practical counters include cover against Snipers and Sentinels, explosives against the Revenant shield, barrel chains against clustered enemies, and the Subverter against non-boss/non-Revenant targets.

Implementation references: src/App.tsx, src/types/game.ts, src/utils/SmartEnemyManager.ts, src/utils/RangedSentinelSystem.ts, src/utils/AttackSystem.ts.

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