- Add `bulletHoming` config section and `stepHomingBullets` pass so Mindweave bolts/shells bend toward the nearest live hostile for a capped duration (turn-rate limited, range-limited, own-wing exempt) - Extend telekinetic wave (`stepTkwaves`) to shove/pull every hostile craft in radius, not just the player; own wing and cloaked craft are excluded - Extend illusion pop rule so rival-faction enemy tracers can pop their own court's phantoms (all-hostile), while own-wing bolts pass through and unclaimed courts remain player-only - Tag illusions and tkwaves with `factionId` to support the all-hostile targeting rules - Switch apex_mauler weapon from single "lance" to 3-bolt "burst" pattern (16 dmg each, fan 0.12 rad) per updated design comment - Add `dev/faction-battle-sim.mjs`: headless Node harness that runs the real combat stack with Phaser stubs to fight random faction compositions and print win/loss + power reports |
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|---|---|---|
| .. | ||
| Aiming.js | ||
| Bullet.js | ||
| CamShake.js | ||
| Combat.js | ||
| CombatHud.js | ||
| CombatScene.js | ||
| CombatSfx.js | ||
| CombatSystem.js | ||
| DuelPicker.js | ||
| Encounters.js | ||
| EnemyAbilities.js | ||
| EnemyShip.js | ||
| EnemyTypes.js | ||
| Fx.js | ||
| Missile.js | ||
| NeutralShip.js | ||
| StarDrift.js | ||
| TransportShip.js | ||
| Waves.js | ||
| Weapons.js | ||
| XpManager.js | ||
| main.js | ||