Commit da223e1
Measure the new roster: the difficulty ladder is monotone again
24 seeds a tier, with the late sectors finally fielding something:
CADET 18/24 entering the boss at 77% hull
PILOT 12/24 at 75%
ACE 3/24 at 73%
Two things moved that matter more than the win rates.
Hull on entering a boss fight went from 89% to 75%. That is the number that
actually answers "you always reach the boss at full health" -- making repair
bays rare was necessary and not sufficient, because the road to the boss still
had to cost something, and it could not until sectors 4 and 5 had enough on
screen to charge for.
And the tiers separate properly for the first time. CADET and PILOT had been
tying at 13 and 14: what CADET gives is mostly a deeper hull bar, and a pilot
that is rarely hit never spends it. Denser fights give it something to spend.
Per boss at PILOT, 2.2 -> 3.3 -> 3.5 -> 3.9 -> 6.1 hull: a clean ramp, which
none of the earlier passes managed.
Sprite sheet regenerated, and tools/shots_foes.py captures the three new kinds
doing the thing they exist to do -- a sprite sheet shows what a lancer looks
like, not that its beam is a column you have to leave.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AKLqS4PgnCXrzKHDH8Cnzy1 parent 9dadc92 commit da223e1
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