EASY grows a backbone, and the door out steps below the blood
Two phone verdicts. "easy is now way too easy" — its first cut was tuned before HARD taught us which dials bite, and with reaction 0.62 and a 0.62 quality cap it had become a training dummy. EASY is a mild step below MEDIUM now (flub 0.18, quality 0.76, reaction 0.54, speed 0.9): beatable without being able to fall asleep on it. And the quit chip sat exactly on the BLOOD panel's corner in the splatter modes — it rides 40px down now, below the pips' strip, one position with one meaning in every mode. Verified live over a zombie run: pips and door stacked, nothing touching. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -666,7 +666,9 @@ export const MENU = [
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// Speed calibration: the zombie RUNNER covers 2.8 x 1.8 x 1.22 = 6.15 m/s with no reaction gate,
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// and Oliver clocked HARD as slower than him — HARD now moves 4.3 x 1.5 = 6.45.
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export const DIFFS = [
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{ id: 'easy', name: 'EASY', flub: 0.30, quality: 0.62, qMin: 0.45, speed: 0.80, reaction: 0.62, reach: 1.45, serve: 0.75, smart: 0, recover: 0.4 },
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// EASY's first cut (flub 0.30, quality cap 0.62, reaction 0.62) was "way too easy" once HARD
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// taught us which dials bite — it is a mild step below MEDIUM now, not a training dummy
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{ id: 'easy', name: 'EASY', flub: 0.18, quality: 0.76, qMin: 0.45, speed: 0.90, reaction: 0.54, reach: 1.52, serve: 0.9, smart: 0, recover: 0.45 },
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{ id: 'medium', name: 'MEDIUM', flub: 0.10, quality: 0.86, qMin: 0.45, speed: 1.0, reaction: 0.45, reach: 1.6, serve: 1.0, smart: 0, recover: 0.5 },
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{ id: 'hard', name: 'HARD', flub: 0.01, quality: 1.0, qMin: 0.70, speed: 1.50, reaction: 0.22, reach: 1.85, serve: 1.15, smart: 0.8, recover: 0.85 },
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];
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