- Register 8 Apex (frames 30-37) and 8 Mindweave (frames 40-47) in
data/combat.json enemyTypes at 2x damage / 3.5x armor vs the pirate,
each with a distinct weapon pattern and ability kit
- New shared skill layer (js/combat/EnemyAbilities.js): cloaked ambush,
flank strafe, blink reposition, illusion decoys, telekinetic waves;
wired into CombatSystem update/collide with cloak gating on fire,
targeting, and player skills
- Add sweep/spiral/shell weapon patterns in js/combat/Weapons.js
- New ?combat=apex / ?combat=mindweave duel arena with an in-game
DuelPicker (keys 1-8 / click, 0 = whole pack); plain ?combat demo
unchanged
- Paint the 16 missing spritesheet frames (ships-enemy.png) so the
fighters are visible; add a PNG alpha regression test guarding against
blank cells
- Add dev/cdp-faction-arena.mjs CDP smoke check and extend
dev/combat.test.mjs with faction roster, balance, ability, duel, and
sheet-pixel checks
- Raise a new GameOverOverlay (scrim, semi-transparent "GAME OVER" headline, Return to Main Menu / Continue) when the player's hull breaks in combat
- Add _playerWentDown beat that freezes the world and owns the screen, gating input and the update loop while active
- Route the death decision through a skill seam (_playerDeathRespawns / _syncDeathFlowRespawn) so a future respawnOnDeath skill can override; default ends the run
- Wire Continue to resume the newest save (SaveManager.latest -> prepareLoad) then scene.restart, mirroring the menu's Continue
- Update combat.json playerShip comment to reflect the real death flow replacing the placeholder respawn in the main game
- Add toxic-takeoff-01.mp4 asset