- New EncounterDirector (js/combat/Encounters.js): pure, data-driven clock that rolls pirate / neutral / mixed encounters in neutral non-home systems on a ~45–90s interval at 50–60% chance, one at a time with a 30–60s cooldown, never during a live wave run or on a downed player.
- Neutral ally ships (js/combat/NeutralShip.js) on spritesheet frames 20–27: escort the player for a per-ship 10–15s window, engage the nearest pirate in mixed fights, then break off and fly off-screen; player-safe by construction (never targeted or damaged by ally bolts/seekers).
- Pirate targeting generalized so hostiles can draw aggro onto escorts when the player is out of range; escort and pirate bolts/missiles collide with each other but not the player.
- Group size scales with combat level (1–2 low → 4–5 high, bands in data/combat.json); encounter hostiles are one-shots so the fight ends when the sky clears.
- New 'volley' weapon pattern (wide staggered-speed fan) and owner-tagged bolts/missiles for ally vs enemy routing in Weapons.js.
- Neutral roster config + encounters section added to data/combat.json; EnemyTypes gains neutralTypeConfig/Ids/SheetList.
- Tests: dev/encounters.test.mjs (cadence, gate, weights, size bands), dev/neutral.test.mjs (roster, escort AI, targeting, no friendly fire), plus combat/xp test updates; CDP probes and encounter-hud-check for in-browser HUD verification.
- Level 1 now costs 5 kills of the base craft instead of 10
- Total XP to reach level 80 drops from ~17.4M to ~8.7M
- Update XpManager default, progression data, tests, and README to match
- Kills grant the hostile type's own `xp` (the roster sets XP-per-threat;
the curve lives in data/progression.json, 100 x n^2, capped at level 80)
- Each crossed level fires one `levelup` event: +3 hull / +2 shields with
a full heal, cyan burst + a distinct voice, and a kill-feed line — the
placeholder toughness the skill layer will subscribe to later
- Combat bar gains an XP row below the orbs (level, live gold fill,
banked / next cost; hidden when the snapshot carries no xp, so the
range bar keeps its old face)
- Kills show a gold "+N" reward floater; the level-up's SFX is the new
8th combat event (solar_flare_01)
- XpManager is pure and tested headless (node dev/xp.test.mjs); the
ledger saves as { level, xp } and old saves load fresh at level 0
- dev hooks (xp/grantXp), sfxcheck (range seven, main eight), shot
captures, and README all follow along