The finishing shot is spent, and the wound skins come back
"one-shot is bad - way too easy - also we're losing all the nice gore animation sprites" and "I noticed the last kill of a game can carry to the spawn of a new zombie of the next round". drillOneShot is off. The second half of that note is the part worth remembering: a 1 hp body never passes through a wound stage, so every skin in ZWOUND — arm off, ribs out, still walking — is skipped and the roster's best art never renders at all. Kept as a switch, never a default. The carry-over was a real unfairness, not a curiosity. A ball keeps pace through a kill and travels UP-COURT, which is exactly where the next batch is born — so the shot that finished your round flew on into bodies that did not exist when you took it, and faulted you on a round you had not been shown yet. The shot that ends a round is spent now, and drillCaught does the same since it also refills the court up-court. Pierce within a batch is untouched: that is honest occlusion you could have read, this was not. Verified with real aimed serves through a whole round: round banks, ball goes inactive, the next batch walks on with 0 faults and a clean sequence, and the gang carries roster HP again (brute 5, ball boy 3). 33 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -374,12 +374,13 @@ export const TUNE = {
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// brings it back. Past 3 the puzzle stops being readable.
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drillEaterSpeed: 1.15,// they walk a touch faster than the batch: the batch is a list, this is a threat
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drillRampT: 210, // s to go from the bottom of every curve above to the top
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// TESTING KNOB, currently ON. Every body in the drill dies to one splat-quality hit, whatever the
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// roster says it should soak. Flip to 0 for the real thing — and note that this is not purely a
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// convenience: the roster's HP is what makes the called ORDER matter (a roller is seven serves, so
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// being told to take it third means starting on it first), and one-shot bodies delete that whole
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// layer. Decide it on feel rather than leaving it on by drift.
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drillOneShot: 1, // >= 0.5: batch bodies AND eaters all drop to 1 hp
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// TESTING KNOB, and it is OFF again after one playtest: "one-shot is bad - way too easy - also
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// we're losing all the nice gore animation sprites". Both halves matter and the second is the one
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// that is easy to miss — a 1 hp body never passes through any of its WOUND STAGES, so every skin
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// in ZWOUND (arm off, ribs out, still walking) is skipped entirely and the roster's best art never
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// renders. The HP is also what makes the called ORDER matter: a roller is seven serves, so being
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// told to take it third means starting on it first. Left here as a switch, not a default.
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drillOneShot: 0, // >= 0.5: batch bodies AND eaters all drop to 1 hp
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drillCaughtBack: 45, // s of ramp handed back when one reaches you. A real setback, not a reset
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fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
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lowPower: 1, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery saver,
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