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.
a7382c7
Updated Known Features (markdown)
320bf67
Updated Planned Features (markdown)
14f43b9
Updated Planned Features (markdown)
25bdc96