- 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 |
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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 | ||