- 8 new enemy types (frames 50–57) split 4/4: combo seekers fire flank-angle homing missiles with capped turn-rate; elementals throw darts that bloom into growing, damage-ticking electrified zones
- Balance follows the faction rule (2× damage, 3.5× armor vs pirate raider), documented in combat.json comments
- New `flank_barrage` and `shock_dart` abilities in EnemyAbilities.js with shared `stepShock` frame step wired into CombatSystem.update
- Generalized `_combatBootMode` to accept any id from `factionIds()` so new factions need no code change
- Painted frames 50–57 in ships-enemy.png/.psd; added capital-mindweave-surface-01 reference art
- Tests: dev/zenith.test.mjs (Node), dev/zenith-arena-browser.mjs (Playwright), updated combat.test.mjs roster and sheet-art checks, extended cdp-faction-arena.mjs with zenith tab
- 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