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Three enemies out of the boss fights, and late sectors that keep growing
The roster was `min(2 + sector, 5)`: everything unlocked by sector 3, so
sectors 4 and 5 introduced nothing at all and the last third of a run was the
first third with bigger numbers. It grows the whole way now, one new kind a
sector, and each of the three additions takes a mechanic off a boss and bolts
it to something mortal -- a boss teaches an attack once, then the attack comes
back on a ship you can shoot down.
LANCER sector 3 LANCE's beam. Aims, charges for 0.85s, fires. The beam
locks where it aimed, and killing the lancer mid-charge
takes the beam with it: a target priority rather than a
weather condition.
SPINNER sector 5 SENTINEL's rings. The only thing in the roster that does
not care where you are, which is what makes it awkward
beside everything that does.
PHANTOM the Void Dashes backwards and sideways. The trigger is you lining
up underneath, so parking below one and holding the
trigger -- what a maxed rate of fire teaches you to do by
then -- is exactly what fails.
Density: the budget slope goes from +10 to +13 a sector and its cap from 104 to
150, but the real brake was elsewhere -- a flat ceiling of 14 enemies in the air
at once, unchanged since sector 1. It now rises with the sector, to 20.
The test pilot sees lancer beams. Without that it would have rated the enemy by
how invisible it is to a heuristic rather than by how dangerous it is, which is
the exact mistake the old repulsion-field pilot made and the reason it had to be
rewritten.
Worst frame measured: 1.76 ms p99 against 16.7, with 305 entities live.
Full suite green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AKLqS4PgnCXrzKHDH8Cnzy
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