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3 Commits

Author SHA1 Message Date
type-two
f9aeaf259f [lane B+C] L1 Oral Cavity: the tutorial, and the Mast Cell — the boss you win by not shooting
L1 has been a 2-event skeleton since round 1, waiting (in its own status field) on "Lane B's
arena-mode controller". That exists now, so C's round2_plan is built as written: molar
crush-cycles, the saliva tide, amylase droplets, the three samples exactly where C put them
(behind the molars / under the tongue / a tonsillar crypt), and the epiglottis exam. 24 events.

The teaching order is the level: move (orbs, no current) -> LOOK (the arena opens and you can
stop, which no other level allows) -> shoot (one droplet, then two) -> coat (the molar ring
grazes you, mucin is right there) -> RESTRAINT -> flow returns (the tide, the funnel) -> the
exam. Every verb alone, in the calmest room in the game, before anything is asked of it. Two
hazards are deliberately re-used rather than invented: the molar crush IS a ring_gate and the
saliva tide IS a non-lethal surge, so L2's gates and its reflux finale become callbacks instead
of new ideas.

THE MAST CELL (LANE_C_NOTES §Boss specs 5) sits at the exact midpoint. A sentinel immune cell:
cyan, no attack, no chase, inert aura (auraDps 0 — it shares the floater's drift branch and its
aura does literally nothing). Fly past and the encounter just ends. Shoot it and it degranulates
— droplets close in from the walls (which is how "the cavity swells shut" is expressed, because
a runtime tube radius is not in Lane A's contract), the coat bleeds, and past half health the
airway closes on a 25s timer. You always get through. The only question is what you get through.

It needed a new boss `kind: 'sentinel'` with its own update path, because forcing a thing with
no rings and no windows through the phase machine would have been worse than a branch. Damage is
the failure state, so every number describes a consequence rather than a fight.

Verified, all three player choices: SPARE -> "spared", coat untouched at 100, karma +25, score 0.
SHOOT -> "degranulated", coat 100->56. KILL -> "anaphylaxis-survived", coat 100->6. Score is 0 in
every case: shooting it buys literally nothing, so no medal can ever reward the mistake.

Two bugs the testing paid for: `def.phases[0]` crashed on a boss that has no phases, and the
first degranulation drain (5/s) was UNDER the player's 8/s coat regen — measured coat going
80 -> 100 during a histamine cascade, i.e. the punishment was healing you. Now 14 and 22, which
are net -6/s and -14/s against regen.

L1 is no longer a skeleton: its checkpoint-gap and zero-samples warnings are gone, and the
campaign now opens on a real tutorial instead of an empty mouth with a gate at the end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-26 00:13:52 +10:00
type-two
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>
2026-07-25 23:25:36 +10:00
type-two
7709484ea7 [lane B] The Pyloric Guardian: the first boss, built to C's spec
GUTS has had three bosses designed and none implemented. This is the first, and the framework
the other two should reuse. Built to LANE_C_NOTES §Boss specs, phase table and all.

WHY IT IS SMALL. A boss here is not a parallel entity system, it is a SCHEDULE over the enemy
pool. The nodes and vents are ordinary enemies, so weapons hit them, the InstancedMesh draws
them and enemy:die reports them for free; the fight's identity lives entirely in WHEN they can
be hurt, which is two flags (`invuln`, `armor`) honoured by enemies.hurt(). boss.js is a state
machine and nothing else.

Faithful to C's table:
  P1  4 rim nodes, iris opens 2.5s every 8s
  P2  4 nodes, opens 1.8s every 5s, TWO armoured — and only the antacid torpedo strips them
  P3  the core alone, 60hp = C's "x5 hits", plus the 25s doom timer that kills you if you stall
Telegraphs are C's too: a "deep gulp" 2s before each window (boss:telegraph + audio), and nodes
go amber -> white-hot exactly when they become shootable — one uniform driven off `invuln`, so
the thing that glows IS the thing you can hurt, always.

Vents are turrets at fixed arcs: a turret already fires a telegraphed homing projectile on a
cooldown, which is what an acid vent is.

hp is B's call (C: "numbers need B's framework to tune against"). 150 per rim node means a ring
outlives its first window, so you must come back for it — which is what lets the stomach's
coat-drain be the real clock. C's pillar, verified: parked in the lair for 20s without fighting
back, coat goes 100 -> 0. "A race against your coat, not its hp."

Verified end-to-end: a paced pilot (11 shots/s, ~70% uptime) wins in 38.8s across 9 windows at
0.38 open-duty (spec: 31-36%); phases report 4/0 armoured, 4/2 armoured, 1 core; damage is
refused while the iris is shut; the two armoured nodes consumed exactly 2 torpedo strips.

Not included: C's arena churn (a force on the player, the one part of the spec that is a feel
change rather than a schedule) — noted for the round that tunes it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-25 22:50:56 +10:00