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Revisions

  • Document tactical archetypes, hazard pools, boss cap, audio and gun surfaces Enemies: ten moving archetypes. Adds the four solo-only tactical types (Bulwark, Howler, Leaper, Splitter) with their spawn ladder, caps and the response each is built to force. Boss base health 300 -> 900, the 14% per-hit bullet damage cap and why health alone cannot fix a one-shot, boss cadence every second wave, Easy boss HP multiplier 0.5 -> 0.7. World: lava, toxic sludge and frozen ponds are now mechanical hazards with per-pool damage and movement effects that apply to enemies too. Corrects the previous statement that no lava or toxic-pool damage was implemented. Weather now carries gameplay modifiers for engagement range, movement and footstep audibility. Audio: 3D positional playback, layered explosions, material-matched bullet impacts and enemy vocalizations, plus distinct progression cues. Removes the claim of a separate filtered-noise ambient loop. Graphics: runtime weapon surfaces (Sobel normal maps, six per-weapon finishes, constant world texel density, shared cavity term), bore-anchored muzzle flash and elongated tracer projectiles. Game Systems / Planned Features: procedural missions and combat coaching removed. Corrects achievement count 28 -> 31 and daily challenges from "five possibilities" to the 71-entry cycle-shuffled catalogue. Gameplay: wave shapes (Horde, Elite, Siege, Ambush) and updated score values. UI: boss health bar. AI: swarm-wide tactical director, per-archetype turn rates, delta-accumulator scheduling; drops references to the deleted ObstacleAvoidance and PredictiveSpawnSystem modules. No images added or changed.

    @suryanarayanrenjith suryanarayanrenjith committed Jul 26, 2026
  • Move wiki files to root

    @smsolutionsva-byte smsolutionsva-byte committed Jun 26, 2026