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2 Commits
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a318cf09f7 |
[lane B+C+F] The Appendix Sovereign: the secret boss, and a reputation you cannot fake
Two boss specs written to C's format (LANE_C_NOTES §Boss specs, round 3 additions) and the
first of them built. Both extend the roster along C's own law — one boss, one pressure — onto
the two axes the game had systems for and no boss pointed at: reputation (§4 Sovereign) and
restraint (§5 Mast Cell, specced only).
THE SOVEREIGN. The appendix is not vestigial: it is a biofilm reservoir where the gut's flora
shelter and re-seed the colon after a purge, and the whole fight is that fact. It is the only
boss whose existence is decided before you arrive — read once on entry:
karma >= 70 THE COMMUNION — no fight at all. Full coat, a permanent phage escort. The
reward for five levels of restraint is being spared a boss.
karma >= 30 THE TOLL — P1 only.
below THE SOVEREIGN — three phases. P1's matrix is immune to the cannon and only the
antacid torpedo disperses it (a mature biofilm's whole defining trait); P2 is a
quorum bloom that re-armours when the room gets crowded; P3 is a 20s reseed run.
And the mechanic that makes it this boss: the lair is seeded with YOUR OWN FLORA, and it feeds
on dysbiosis — every commensal your stray fire kills re-armours a plate, live, mid-fight.
KARMA vs STANDING — a real bug found in testing, and worth the extra number. `standing` is a
SPENDABLE meter: a full bar is consumed to bud an ally, dropping to a 50 floor. That meant a
perfect player could never HOLD >= 70, so the Communion was almost unreachable — verified: a
symbiotic pilot showed standing 50 and was demoted to "toll". `karma` is the same inputs with
nothing spending it. The Sovereign's tier and gates' `secretTo` branches read karma; E's bar
still reads standing.
Also: boss.js generalised to a registry, which was the claim its header made — the Sovereign
needed zero changes to enemies.js. LS_appendix (3 segments, 800 units, 16 events), reached from
L4's ileocecal valve via `secretTo`/`secretNeed` — anatomically exact, the appendix hangs off
the cecum right past that valve. The secret is hidden behind conduct, not behind a wall.
C's selfcheck caught par.time as a free medal and the fix improved the design: par 160 sits
under the timid traversal, so only a Communion run (which has no fight) can beat it. The time
medal rewards the same conduct the level is about.
Verified: all three tiers branch correctly (communion = 0 nodes + 4 phages; toll = 1 phase;
full = 3 phases, 4 armoured); killing a commensal mid-fight re-armours a plate (reason
"dysbiosis"); the valve routes karma 100 -> LS_appendix and karma 0 -> L5. Levels 5/5 valid.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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1b5ec767cd |
[lane C] Round 1: schema v1, levels registry + selfcheck + pacing sim, L2 vertical slice
Data spine: - Schema v1 ratified (TECH.md, C-owned). Additive over v0: schema/par/next, segment name, cross-section placement (theta/rho as a FRACTION of safe radius), spread, span, pickup+gate event types, hazard params. STUB_LEVEL synced (that const only, per ROUND1 §Lane C.1) — world.hash() unchanged (1bdf001), geometry provably untouched. - levels/index.js: registry + loader (node+browser, no THREE), real schema selfcheck (qa's --selfcheck hook is now live) and a pacing simulator (--sim). Consumes the other lanes' contracts live rather than restating them: A's biomes.js for ids and wave.amp+breathe, A's SKIN, B's tuning.js hull radius, B's balance.js for scores. - levels/enemies.js (fiction id -> archetype join table), levels/difficulty.js. L2_esophagus — the vertical slice, complete: 3600 units, 7 beats, 47 events, 65 enemies, 10 checkpoints, 3 samples, reflux-surge finale. L1/L3 skeletons (shape only). Anatomy is the level designer: the three real esophageal constrictions are the three setpieces, and all three enemies are real esophageal pathology (bolus chunk, eosinophilic esophagitis, candida esophagitis). Measured (node web/js/levels/index.js --selfcheck|--sim; qa GREEN): - selfcheck 3/3 valid, exit 0. - pressure curve 0.27 -> 2.14 -> 4.35 -> 0.69 -> 4.53 -> 6.35 -> 4.40 (breather/pressure/ spike/breather/pressure/peak/finale). - par 3:30 vs measured 2:47 speedrun / 3:19 par-pace / 4:22 timid; par.score 9000 of a 9400 kill budget (95%), computed from B's scores. - all 10 checkpoint gaps within the <=30s death-cost law (max 28.8s); min clearance 2.73. Two contract collisions found and resolved (LANE_C_NOTES): - Biome ids: authored mouth/pharynx/cardia/pylorus; A's registry has six canonical ids and rejected all four. A is right — biome = look, segments[].name = anatomy. Conformed. - Balance: my first enemies.js restated hp/size/speed/score that B owns in balance.js. Cut to a join table; index.js reads B's scores via scoreFor(). Caught live: A raised esophagus wave.amp 0.9 -> 1.4 mid-session, making the diaphragmatic hiatus unflyable (2.33 vs the 2.5 floor). Widened 6.5 -> 6.8. The invariant also failed my own aortic constriction's first draft (radius 7, symmetric squeeze) -> radius 9, directional. No in-engine flythrough: ?stub=1&lvl= does not compose (snippet offered to F) and the stub is single-segment, so it could only render beat 1. The pacing evidence is a kinematic model, not a playtest — it proves L2 is flyable, paced and survivable, not that it feels good. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |