[TOC]
-## Enemies
-
- * **Tanks:** mobile, ranged dudes.
- * **Towers:** immobile, ranged dudes.
- * **Shield-parts:** A portion of a unit that takes no damage.
- * **Eye-parts:** Takes no damage everywhere except the "eye", a [small] unshielded weak point.
- * **Mouth-parts:** Takes normal damage everywhere except the "mouth", where dealing damage heals it.
- * **Patroller:** moves in a fixed pattern until hero is sighted.
- * **AutoTurret:** Only shoots in fixed direction(s); may shoot at regular intervals, or when triggered by movement/switch. Might rotate.
- * **Narcoleptic:** Falls asleep randomly, but woken as normal.
- * **Turtle:** Invulnerable while asleep (in shell). May or may not sleep randomly.
- * **BuilderBot:** Builds new towers. (Sometimes has security crew which tether to him.)
- * **Dozer:** Dude with no attack, instead pushing you.
- * **AutoDozer:** Pushes in a fixed pattern. Usually invulnerable. (You can use them as a tram of sorts!)
- * **KillDozer:** Pushes you toward spikes, fire, and traps.
- * **OopsDozer:** Pushes you toward enemies.
- * **Wizard:** Dude who can teleport.
- * **Healbot:** Shoots bullets which heal; aims at allies. A bit slow.
- * **Shieldbot:** Shoots bullets which add a shield orb to anyone struck.
- * **Hypnotist:** Shoots sleep bullets, but deals no damage. Often has friends.
- * **Rock Eater:** Melee dude that eats rocks; the more he eats, the faster and stronger he gets. (Rocks heal?)
- * **Berserker:** Speeds up proportionate to damage taken.
- * **Groggy:** Sleepy and slow right after woken up, speeds up the longer he's awake. Sleeping resets the bonus.
- * **Evolver:** Gains some sort of bonus the longer he's awake, such as Move, Power, Speed, HPR, Shields, Size, etc.
- * **Fatty:** Poops walls and rocks as he walks around, being fat.
- * **Reflex Slug:** Melee. When hit, emits 1-3 shots in the rough direction the shot came from.
- * **Starfish:** Splits into two copies on hit.
- * **Wolfpack:** Group of 2-4 melee dudes that split up to flank/distract you.
- * **Scardysaur:** Runs away if you get too close.
- * **Item Eater:** Moves to eat any item it can see as its highest priority. Eating an item fully heals it. On death, drops all items it ate.
- * **Acid Slug:** Leaves an acid trail where it's been (deals damage if you walk across it).
- * **FortBot:** Drops stationary shields to make 3-sided "forts".
- * **Bunny:** Prefers to be behind `cover`, in places with lots of escape routes, "forts", etc.
- * **Protectors:** Units that attempt to get between you and more injured/important enemies. Often have shields, armor, or lots of HP.
- * **Swarmers:** Units that "flock" together, each having low HP, but being numerous. Melee or harmless-but-annoying.
-
+## Enemy Components / Behaviors / Tropes
+ - **Shield:** A portion of a unit that takes no damage.
+ - **Eye:** Takes no damage everywhere except the "eye", a [small] unshielded weak point.
+ - **Mouth:** Takes normal damage everywhere except the "mouth", where dealing damage heals it.
+ - **Patroller:** Moves in a fixed pattern until hero is sighted.
+ - **Builders:** Builds new structures (like towers).
+ - **Turtle:** Invulnerable while asleep (in shell). May or may not sleep randomly.
+ - **Scardysaur:** Runs away if you get too close.
+ - **Bunny:** Prefers to be behind `cover`, in places with lots of escape routes, "forts", etc.
+ - **Protectors:** Units that attempt to get between you and more injured/important enemies. Often have shields, armor, or lots of HP.
+ - **Swarmers:** Units that "flock" together, each having low HP, but being numerous. Melee or harmless-but-annoying.
+
+
+## Enemy Types
+
+### Basic
+ - **Brawler:** Mobile, melee dudes.
+ - **Tank:** Mobile, ranged dudes.
+ - **Tower:** Stationary, ranged dudes.
+ - **Auto-Turret:** Only shoots in fixed direction(s) (like N/S at the same time), or rotating (like N then S then E then W), possibly at regular intervals, or only when triggered by movement/switch.
+ - **Fatty:** Poops walls and rocks as he walks around, being fat.
+ - **Wizard:** Dude who can teleport.
+
+### Dozers
+ - **Dozer:** Dude with no attack, instead pushing you. Almost always faster than hero, and often invulnerable.
+ - **AutoDozer:** Pushes in a fixed pattern (like, "Straight until blocked, then turn Left"). Usually invulnerable. (You can use them as a tram of sorts!)
+ - **KillDozer:** Chases to push toward spikes, fire, and traps.
+ - **OopsDozer:** Chases to push toward enemies, bullets, etc.
+
+### Healers
+ - **Healbot:** Shoots bullets which heal; aims at allies. A bit slow.
+ - **Shieldbot:** Shoots bullets which add a shield orb to anyone struck.
+ - **Hypnotist:** Shoots sleep bullets, but deals no damage. Often has friends.
+
+### Eaters
+ - **Eaters:** Dudes who modify the environment, usually by eating parts of it for profit.
+ - **Rock Eater:** Melee dude that eats rocks; the more he eats, the faster and stronger he gets. (Rocks heal?)
+ - **Item Eater:** Moves to eat any item it can see as its highest priority. Eating an item fully heals it. On death, drops all items it ate.
+
+### Sleepy
+ - **Sleepy:** Dudes that care about sleep state or time awake; sleep weapons often produce interesting results.
+ - **Narcoleptic:** Falls asleep randomly/timer/on-trigger, but woken as normal.
+ - **Groggy:** Sleepy and slow right after woken up, speeds up the longer he's awake. Sleeping resets the bonus.
+ - **Evolver:** Gains ability/bonus the longer he's awake, such as: Move ("Groggy", above), Power, Speed, HPR, # Shields, Size, etc.
+
+### Reflexive
+ - **Reflexive:** Dudes who respond to taking damage in interesting ways. They typically have high HP.
+ - **Berserker:** Speeds up proportionate to damage taken.
+ - **Reflex Slug:** Melee. When hit, emits 1-3 shots in the rough direction the shot came from.
+ - **Starfish:** Splits into two copies on hit.
+
+### Builders
+ - **BuilderBot**: Builder for various Towers. Advanced versions have security crew of mobs/tanks which tether to him.
+ - **FortBot:** Drops stationary shields to make 3-sided "forts".
+
+### Misc
+ - **Wolfpack:** Group of 2-4 melee dudes that split up to flank/distract you.
+ - **Acid Slug:** Slow, high HP. Leaves an acid trail where it's been (deals damage if you walk across it).
+ - **Tag-Team**: A pair of tanks: one only shoots down nearby incoming projectiles, the other only attacks enemies. Both maneuver but tether closely together.
+ - Shield Generator unit
+ - **Digger**: Melee unit that only moves in a straight line, can drill through Rocks.
+ - **Duplicator**: Makes a clone of itself on a cooldown; melee.
+ - **Birds**: Small-size melee enemy appearing in groups, moves with flocking behavior.
+ - **Blocky Birds**: Harmless, but fast and often get in your way. Boss can eat them for HP.
+ - **Pyrophile**: Fire immune. Spams Fire bullets (short cooldown, infi bounces, TTL).
+ - **Bunny**: Likes to hide behind env cover/doodads.
## Notes
- * All enemies have a `wake` stat, which alerts them to action when you come close. (Enemies have a small timer that prevents flapping between sleep and wake.)
- * Most enemies will sleep if left alone for long enough (`sleep` stat, in ms), provided they cannot see you (`sight` stat), plus or minus some other criterion. Some never sleep, though.
- * Enemies which never get too far from something are `tethered` to it; enemies can tether to a location, an object, or another enemy.
+ - All enemies have a `wake` stat, which alerts them to action when you come close. (Enemies have a small timer that prevents flapping between sleep and wake.)
+ - Most enemies will sleep if left alone for long enough (`sleep` stat, in ms), provided they cannot see you (`sight` stat), plus or minus some other criterion. Some never sleep, though.
+ - Enemies which never get too far from something are `tethered` to it; enemies can tether to a location, an object, or another enemy.
+
+
+## AI Ideas / Behaviors
+
+- Melee: bias toward min distance to enemies
+- Tank: bias toward obstructing enemy pathing to allies
+- Tethering: maintains a max distance from place or unit
+- Needy: likes to be near others
+- Flocking: likes to be near others of its kind
+- Snipe: shoot and then hide
+- Kite: shoot and then run
+- Lazy: won't chase/relative tether, hates Rough Terrain, prefer block to dodge
+- Claustrophobic: hates narrow paths, dead ends
+- Scared: runs if you get too close
+-
+
+
+
+
+
-# Environment Parts and Tropes
-
-## Terrain Ontology
+# Terrain & Environment
This is the stuff that the world is made out of.
* **Walls:** Obstructs movement, projectiles, and vision.
- * **Smooth Walls:** "Bouncey" projectiles will reflect off instead of being destroyed. Most projectiles have a bounce limit.
+ * **Smooth Walls:** "Bouncy" projectiles will reflect off instead of being destroyed. Most projectiles have a bounce limit.
* **Rough Walls:** No reflection.
+ * **Cliffs**: Only obstructs in one direction. Can be either Smooth or Rough.
* **Items:** Items do not obstruct anything; collect an item by touching it.
* **Pits, Water:** Obstructs movement, but not projectiles or vision.
* **Rough:** Obstructs nothing, but slows unit movement.
* **Rocks:** Obstructs everything; destructible.
- * **Shattery Rocks:** Splits into quads when destroyed until it gets too small.
+ * **Splitty Rocks:** Splits into quads when destroyed until it gets too small.
+ * **Shattery Rocks:** As a Splitty Rock, but the quads scatter slightly away from the impact.
* **Chests:** 1hp; always contains item(s).
* **Pots:** 1hp; sometimes contains items or enemies.
* **Shrubs:** As pots, but also flammable.
* **Spikes:** Terrain that damages units that move across it.
- * **Vertical Spikes:** Doesn't obstruct anything, but damages at a certain DPS rate.
- * **Horizontal Spikes:** Obstructs everything; a collision damages a unit once and pushes the unit back.
- * **Fire:** Like Vertical Spikes, but spreads to other flammable terrain.
+ * **Horizontal Spikes:** *("Ground Spikes")* Doesn't obstruct anything, but damages at a certain DPS rate.
+ * **Vertical Spikes:** *("Spike Wall")* Obstructs everything; a collision damages a unit once and pushes the unit back.
+ * **Fire:** Like Ground Spikes, but spreads to other flammable terrain.
* **Wind:** Pushes units and loose objects in a predictable (if periodic) fashion.
* **Locks:** Obstructs everything; destroyed with a key.
* **Triggers:** Activates an event when some condition is met.
* **Orbs, Levers, Switches, Buttons:** Usually obstructs; triggered by shooting; sometimes triggering shot is direction-sensitive.
* **Shells, Balls:** Obstructs everything; can be set in motion by shooting it, and will move aligned with the shot's force, bouncing off walls. Typically has finite HP.
+
## Encounters
Modular parts of a level that could be repeated with small changes. Variants are meant to add flavor to the encounter after it's been seen to increase its difficult and keep it fresh; sometimes, they can be combined.
### Sleep Maze
-Implicit maze of sleeping enemies. The implied walls, rather than preventing movement, are the wake-radius bounds of the enemies in the room. Thus the "path" is the safe space through the room which does not wake the enemies.
+Implicit maze of sleeping enemies. The implied walls, rather than preventing movement, are the wake-radius bounds of the enemies in the room. Thus the "path" is the safe space through the room which does not wake the enemies.
* Enemies with uniform wake radius
* Real maze combined with implicit maze
* No walls in maze, but killing an enemy wakes everyone in the maze
* Mixed enemies with non-uniform wake radius
* Near the end of the maze, impossible to avoid waking all enemies, forcing you to run for it/fight from cover
- * Add Dozers
- * Add wind
- * Add moving walls
+ * Variants:
+ * Add Dozers
+ * Add wind
+ * Add moving walls
### Dig Dug
- Shoot:
- Aim your reticule with the mouse
- Click, or press space to fire a shot
-- Items: Press `12345zxc
+- Items: Press ``12345zxc`
- Zoom: Mouse wheel
- Customization:
- Keyboard controls can be rebound
## Gameplay Notes for Items
-- 1 weapon slot; 1 passive slot; 3 (?) slots for consumables that are available for instant use.
-- You may change out a slot at any time; this process leaves your tank unable to move or fire for 5 (10?) seconds while it is retrofitted by gnomes and busy bees.
+- Slots:
+ - Equipment slots: 1 Weapon; 1 Alternate Weapon; 1-3 Armor / Passive / Trinket
+ - Weapon Slots: Some weapons themselves have slots, allowing you to add Ammo or Weapon Mods.
+ - 3+ Belt slots: Each is a shortcut to instantly activate an item from your inventory (like consumable Potions or reusable Trinkets). You can still use items not on your Belt, you just have to find them in your inventory.
+- Swapping:
+ - Your Alternate Weapon can be swapped with your current Weapon instantly via hotkey.
+ - Changing any Equipment slot triggers a short cooldown (~2-5s) preventing another change. Note this includes swapping to your alt weapon and back.
- Newly collected items go into your inventory (and subsequently can be equipped, as above).
-- "Consumables" should be understood to have a cooldown (they are not actually consumed on use).
+- Press-and-hold weapons begin their cooldown when firing ends.
+- Impacts against attached shields produce knockback.
## Items
-### Cannons
-- **Missiles**: Faster projectile, but no bounce.
-- **Refractor Rounds**: Slower projectile, but infi bounces.
-- **Plasma Rounds**: Fast cool, but short range.
-- **Shrapnel Rounds**: Projectile that splits instead of bounce, but very low concurrency and cool.
-- **Smart Rounds**: No friendly fire, but very low concurrency.
+### Ammo
+Ammo modifies a weapon when slotted into it.
+- **Plasma Rounds**: Lowers cooldown, but shorter range.
+- **Big Ass Rounds**: Bigger projectile size.
+- **Ricochet Rounds**: Projectile can bounce an additional time.
+- **Refractive Rounds**: Infinite bounces, but much slower projectile speed.
+- **Fragmentation Rounds**: Projectile splits instead of bouncing. Much longer cool; much lower concurrency (concurrency only counts initial shot).
+- **Mortar Rounds**: Projectile deals AoE damage on detonation. No bounce, heavy recoil, long cooldown.
+- **Shockwave Rounds**: Projectile gains knockback.
+- **Burning Rounds**: Projectile damage applies a stack of Burning.
+- **Smart Rounds**: No friendly fire, but much lower concurrency.
+- **Drill Rounds**: Projectile destroys Rocks without being destroyed.
+- **Viral Rounds**: Projectile which, upon striking an enemy, causes them to discharge a shot of their current weapon in the direction of the closest ally. Long cooldown.
+- **Bouncy Bullets**: Bounces off other bouncy projectiles, and vice-versa. These bounces count as a collision for all other purposes.
+- **Wave Rounds**: Ignores shields.
+- **Inflation Rounds**: Projectile grows in size over time.
+- **Chameleon Rounds**: Projectile is invisible (meaning enemies can't see the bullets to avoid or shoot them down).
+
+
+### Cannons & Missiles
+- **Missiles**: Faster projectile speed, but no bounces. Fast cool.
+- **Semi-Auto-Cannon**: Fires multiple projectiles on each shot. Medium cooldown; same concurrency. (Note that shots can still destroy each other.)
+- **Double Barrel**: Fires two standard projectiles side by side. Long cooldown; same concurrency.
+- **Laser**: Projects an instant beam along trajectory line: medium range (5sq?), no bounce; cannot move while firing. Long cool, but beam holds until trigger is released or it damages something (cooldown starts when beam is dismissed).
+- **Proximity Missiles**: Projectile that explodes for AoE on prox to any unit. No bounce, heavy recoil, long cooldown.
+- **Heatseekers**: Projectile that will guide around walls to get to your target point, and then explodes even if no one is there.
### Heavy Munitions
-- **Flamethrower**: Cone AoE from you (heavy recoil) that continues firing while you hold down the fire button.
-- **Mortar Rounds**: Projectile with AoE on detonation (no bounce, heavy recoil).
-- **Proximity Missiles**: Projectile that explodes for AoE on prox (no bounce, heavy recoil).
-- **Safety Missiles**: Projectile cloud that only damages projectiles.
-- **Mines**: Stationary prox AoE.
-- **Napalm**: Short range, low concurrency projectile that leaves a persistent field (AoE) of damaging fire for a long time.
+- **Shrapnel Bomb**: Projectile that splits on detonation into 4-6 smaller Shrapnel projectiles. (The Bomb projectile still deals damage on a collision.) Medium TTL, no bounce, heavy recoil, long cooldown.
+- **Scrap Cannon**: Fires 6-11 Shrapnel in a cone; knockback against enemies in very close range. Long cooldown, heavy recoil.
+- **Flamethrower**: Projects a short-range cone-shaped Blaze, which persists until trigger is released plus a medium TTL. Fires are added to the Blaze every 0.5s, with a maximum hold duration of 10s. Heavy recoil at initial trigger; cannot move while firing. Long cool, which starts when Blaze is dismissed.
+- **Napalm**: Short range projectile that explodes leaving a large Blaze zone. Explosion radius is 6sq (with 2-4 zones per square); no bounce, heavy recoil, long cooldown.
+- **Volatile Munitions**: Projectile with significant AoE; range proportional to duration the fire-command was held-down before firing.
+- **Nuke**: Slow projectile with enormous AoE (reminder: friendly fire).
+- **Mines**: Drops a stationary device (long TTL) that triggers on medium unit-prox to deal heavy, short-range AoE damage. Very short plant range, high concurrency, medium cooldown.
+
+
+### Defensive & Utility Weapons
+- **Freeze Cannon**: Enemies temporarily Frozen on hit (5s; stunned and counts as Rock), but no damage. No bounce and medium range; short cooldown.
+- **Petrify Cannon**: Units permanently transformed into Rocks on hit. No bounce and medium range; medium cooldown. Only effects Critters, Small units, and Medium units at 1 hp.
+- **Particle Cloud**: Creates a stationary Particle Cloud zone (medium TTL) which damages projectiles. Long cooldown.
+- **Particle Missiles**: Projectile that triggers on medium proj-prox to deal short-range AoE damage only against projectiles.
### Special Weapons
-- **Heatseekers**: Projectile that will guide around walls to get to your target point, and then explodes even if no one is there.
-- **Nuke**: Slow projectile with enormous AoE (reminder: friendly fire).
- **Portal Cannon**: Makes source/dest wormholes (unmated endpoints time out; only one tunnel at a time).
-- **Viral Loader**: Projectile which, upon striking an enemy, causes them to discharge a shot of their current munition in the direction of the closest ally.
- **Blink Cannon**: On proc, moves you to the location of your cursor.
-- **Volatile Munitions**: Projectile with significant AoE; range proportional to duration the fire-command was held-down before firing.
- **Time Bomb**: A bomb that detonates at your location, and slows down everything within a certain radius, including you. You can dodge bullets, but the enemies could also fire more bullets at you making dodging impossible.
+- **Kinetic Bomb**: Projectile explodes causing a large-range AoE knockback (away from collision point). Knockback AoE deals no damage (though the projectile still does.) Medium TTL, no bounce, heavy recoil, long cooldown.
+- **Tar Bomb**: AoE Immobilize.
+- **Sleep Bomb**: AoE Sleep.
+- **Wind Cannon**: Stream of knockback.
+-
-### Passives
+### Equipment (Passives)
- **Corpulent Plating**: Double hp, but half move speed.
-- **Lightning Ordinance**: Faster move, but fewer shots in air.
-- **Tactical Driver**: Attempts to automatically move your tank out of harm's way when a projectile is imminent.
-- **Chameleon Engine**: Makes enemies unable to see you for a limited time, confusing pathing.
+- **Overdrive Capacitors**: Faster move, but fewer shots in air.
+- **Gravitonic Stabilization**: No recoil, but half move speed.
+
+
+### Armor & Shields
+- **Directional Shield**: Shield which extends 90-degrees around your tank, beginning centered on barrel. Drag to reposition.
+- **Turret Shield**: Mobile shield tracking the barrel; extends 45-degrees around your tank, centered on barrel.
+- **Orbital Shield Spheres**: Small pellet-shields that orbit your tank. -- Each shield counts as an Orbital Device. You can have up to 6 Orbitals at once.
+- **Screen**: Trinket. Stationary shield sphere, passable to units but not projectiles.
+- **Imprinted Screen**: Trinket. As the stationary shield, but passable only to your team and not others.
+- **Screen Spheres**: Trinket. Creates Shield Spheres orbiting a stationary point. (These do not count as Orbitals for you.)
+- **Rock Fort (Lithoscreen)**: Trinket. Creates stationary rocks around you on three sides.
+- **Rock Armor (Lithotropic Actuator)**: Your tank is sticky to small rocks, allowing you to collect them on yourself as armor. The collected rocks are destroyed as normal by weapons (including AoE).
+
+
+### Specialty Devices (Passives)
+- **Tactical Driver**: Attempts to automatically move your tank out of harm's way when projectile impact is imminent.
- **Palliation Engine**: You can survive up to 30 seconds while at fewer than 1hp.
-- **Gaussian Gravaton Launcher**: Tanks and projectiles within a short distance are significantly slowed (within a 45-degree cone of your barrel), and your projectiles are slightly faster, but you are slower.
+- **Gaussian Graviton Launcher**: Tanks and projectiles within a short distance are significantly slowed (within a 45-degree cone of your barrel), and your projectiles are slightly faster, but you are slower.
- **Gravity Induction Engine**: Tanks and projectiles within a short distance are significantly slowed (within a 45-degree cone facing the opposite of your barrel), and your projectiles move slower, but you move slightly faster.
-### Shields
-- **Turret Shield**: Extends 45-degrees around your tank, centered on the barrel; impact pushes your tank back.
-- **Orbital Shield**: Small pellet-shield that orbits your tank.
-- **Stationary Shield**: Stationary shield sphere, passable to tanks but not projectiles.
-- **Imprinted Stationary Shield**: As the stationary shield, but passable only to your team and not others.
+### Utility Trinkets
+- **Rock Wand**: Trinket. Creates a Rock.
+- **Wall Wand**: Trinket. Creates a temporary Wall (long TTL).
+- **Ward Wand**: Trinket. Makes a square impassable by enemies for a time.
+- **Chameleon Engine**: Trinket. Makes enemies unable to see you for a limited time, confusing pathing.
+- **Destabilator**: Trinket. Destroys all projectiles and devices in a large radius around you. (This counts as a collision for projectiles with AoE effects).
+- **EMP Device**: Trinket. Freezes all tanks in place (including you). *Reads "The Stunna-Shocka `XTR3M3-\\\\n/`".*
+- **Time Dilator**: Trinket. Slows down time, except for your move speed.
+- **Point Defense Drone**: Trinket. Creates a stationary AI drone that attempts to shoot down [all] incoming projectiles.
-### Consumables
-- **The Stunna Shocka `XTR3M3-\\\\n/` EMP Device**: Freezes all tanks in place (including you).
-- **Time Dilator**: Slows down time, except for your move speed.
-- **Destabilator**: Destroys all projectiles in a large radius around you (counts as a collision for projectiles with AoE effects).
-- **Neural Shock**: Take control of an enemy tank for a short duration. Against players, FF style confusion (reverse directions, reverse rotation of barrel, etc).
-- **Point Defense Drone**: Stationary AI drone that attempts to shoot down [all] incoming projectiles.
+### Drones & Scouts
+Small, friendly, autonomous units that perform useful tasks for you.
-## Defintions
-- *Cooldown*: Wait time between uses.
-- *Range*: Distance a projectile can travel before exploding (irrespective of colliding with anything).
-- *Bounce*: Ability of a projectile to reflect off a wall, typically a limited number of times, rather than exploding.
-- *Concurrency*: Number of shots one can have in the air simultaneously.
-- *Area of Effect ("AoE")*: A weapon that deals damage beyond its impact point.
-- *Proximity ("Prox")*: A weapon that detonates in proximity to a damageable target.
-- *Proc*: A chance on each shot of a weapon to have a special effect.
-
-## Snippets
-- Bullet attributes: size, speed, timeout, range, burst, AoE explosion, prox, seeking, drill bonus
-- Tank attributes: move, rotate, recoil damping, push-power, thorns?
-- Weapon attributes: cooldown, multishot, proc(x), charges/ammo,
-- Status: sleep, stun, slow, immobilize, blind, confuse, slave
+- General drone types:
+ - **Detectors**: Reveal invis, detect/disarm traps; some follow you, some are stationary observers.
+ - **Scouts**: Search for items/keys/boss/exit; follow a target.
+ - **Miners**: Collect resources from the environment.
+ - **Builders**: Construct structures like Towers, Forts.
+- **Prox Defense Drone**: Projectile drone which fires its own shock bolt projectile if it passes in range of an enemy or enemy projectile.
+
+
+## Common Statuses
+
+- **Glowy**: You cannot stealth or become invisible. Each stack adds to `sight` of all enemies (double for homing weapons).
+- **Foam**: Prevents firing in directions where Foam is attached.
+- **Burrs**: Attached Burrs count as part of you for collision and pathing.
+- **Burning**: Debuff which applies light Fire DoT. Stack: 5; TTL: 5s +/- 1.5s.
+
+
+## Common Effects
+
+- **Fire Zone**: Terrain trigger zone which applies Burning to units on entry and each Tick while within. Very long TTL (20s +/- 5s).
+- **Blaze**: Creates 2-4 overlapping Fire zones per square within effect radius.
+- **Shrapnel**: Shrapnel are small-size projectiles with a short range and no bounces. Shrapnel do not count toward concurrency.
+
+
+
+## Notes
+
+- Push+hold shield, Directional Shield, swipe-to-rotate
- Traps, time-bombs
-- Push+hold shield
- Minion tanks with taunt
- Blink
+-
+
+
+
+#### Attributes:
+- *Tank attributes*: move, rotate, recoil damping, push-power
+- *Bullet attributes*: size, speed, TTL, range, burst(?), AoE explosion, prox, seeking, drill, knockback
+- *Weapon attributes*: cooldown, recoil, multishot, charges/ammo, proc(x)
+- *Statuses*: sleep, stun, slow, immobilize, freeze, petrify, blind, confuse, slave
+
+
+#### Boulders as a Resource
+- Rock Armor Plating -- Spatial armor around edge of tank; impacts break it like with normal boulders. Armor item makes small rocks sticky, so touching your tank to one lets you pick it up on contact.
+- Rock Launcher -- Fire boulders at enemies; no bounce, and rock breaks once on impact but otherwise remains where it lands.
+- Rock Push -- Make barriers, bridges across water.
+- **Rock Mining:**
+ - Eat Rocks for HP -- Takes variable time to consume depending on a stat... Maybe emit drones to harvest for you, but you must remain nearby/come back to get the HP?
+ - As Crafting Material -- Like having an onboard factory. You'd consume rocks to build keys, potions, drones, etc.
+
+
+
+
+## Definitions
+
+- *Cooldown*: Wait time between uses.
+- *Bounce*: Ability of a projectile to reflect off a wall, typically a limited number of times, rather than exploding.
+- *Concurrency*: Number of shots one can have in the air simultaneously.
+- *Range*: Distance a projectile can travel before exploding (irrespective of colliding with anything).
+- *Time to Live ("TTL")*: Duration after which a projectile will explode (irrespective of colliding with anything).
+- *Area of Effect ("AoE")*: An effect that deals damage to everything in an area, not just its impact point.
+- *Proximity ("Prox")*: An effect that is triggered by proximity to a damageable target.
+- *Proc*: An additional effect with a chance to be triggered with each shot or use (though really anything could potentially serve as a proc trigger). (From "programmed random occurrence". Huh!)
+- Stacks
+- Charges
+
--- /dev/null
+# Things in the World
+
+A **Thing** in the world is an object with properties describing it spatially (location and size), physically (like collision rules or interaction effects), and visually for its appearance on the world map. Note that many game objects have multiple representations -- an Item exists as a world thing you can pick up as well as an Equipment or Consumable in your inventory. Everything on this page is (at least) a Thing in the first sense (what you pick up).
+
+ - **Unit**: An active object, representing a purposeful, living being in the game world. This means a unit usually plans, moves, and acts, optimally with the coordination of its team. Units include: the PC Hero; NPC Allies, Enemies, Bosses, and Sheep; and more crazy shit (like invisible units used to implement special events or effects).
+ - **Hero**: A player-controlled unit.
+ - **NPC**: A computer-controlled unit. NPCs typically wake when a hostile unit is within distance of their `sight` stat, and return to sleep after their `sleep` time passes without a hostile in view.
+ - **Enemy** *(or "Monster")*: A hostile NPC combat unit.
+ - **Boss**: An enormously powerful enemy, often with custom behavior and coupled with special encounter rules or a unique environment. Bosses test player skill and creativity; beating a boss marks meaningful progress, and should thus be rewarded with sweet loot.
+ - **Ally**: A friendly NPC combat unit. Allies have roles and regard you as highly valued.
+ - **Drone**: A NPC combat unit with limited planning.
+ - **Critter** *(or "Sheep")*: A passive, non-planning unit that mostly moves randomly and mostly does nothing. At worst, it might accidentally get in the way. Ex: Sheep.
+
+- **Item**: In the world, an Item (the item-thing) is the non-blocking collidable which represents it outside the inventory. That is: an item-object is the thing you drive over to pick up the inventory-item itself (at which point, the item is itself to a unit's inventory when
+ - **Projectile**: An object, fired by an owning object, which collides with anything Blocking or Collidable -- other units, the firing unit (but only after a short delay), other projectiles, devices, parts of the environment (like Rocks), etc. The collision usually triggers an effect, typically on the contacting object, but it could really do anything.
+ - **Device**: A collidable, non-blocking Linked object connected to an owning unit. Many devices are Attachments.
+ - **Attachment**: A linked object which is automatically repositioned whenever its owner moves, maintaining their relative positions. Note attachments can still move on their own turn, which is how an Orbital object changes its relative to orbit its owner.
+ - **Orbital**: An attachment (and usually a device) which orbits its owner. The `orbitals` stat represents the maximum number of Orbitals a thing may own at one time.
+
+ - **Doodad**: Any environment object, like a Rock, Tree, or Switch. All doodads are Collidable, non-Active, and Visible.
+ - **Rock**: Shorthand for any mutable part of the terrain; most specifically, a proper Rock is a Blocking doodad that breaks into smaller Rocks when damaged. Some Rocks shatter when struck, scattering their sub-Rocks.
+
+
+### Object Qualities
+
+ - **Active**: An agent -- any object which takes a turn, and thus plans and acts. Periodically, each agent "replans": it reassess its goals and tactical options to build one or more near-term plans. Each turn's action is determined by these plans -- sets of prioritized actions, contingent on action limitations, and potentially triggered by key conditions.
+ All active objects have several stats which collectively govern the plan/act cycle. Foremost is `replan`, which determines the frequency an agent may replan. The `cooldowns.*` stats limit the frequency of particular action use. Several AI stats determine agent priorities: `ai.goal.*` weights particular goals, and `ai.act.*` sets weights for actions given those goals.
+ When the agent is part of a squad, goal weights (`ai.goal`) are shared and agent roles (`ai.role.*`) are used to delegate responsibilities to the best suited members. Those roles influence actions via `ai.role.[type].act.*` weights, but are limited by `ai.role.[type].limit.*` to conditionally override the role-behavior. Within this process, individuals will plan based on `ai.priority` order within the squad.
+ - **Linked**: An active object (the "dependent") whose actions are synchronized to an owning object. Linked objects do not take a turn of their own, and instead act their owner's turn: the owner acts, and it is followed by its dependents in speed order. Actions within a turn are considered simultaneous, meaning linked objects are able to remain in sync with changes to their owner without causing turn conflicts -- enabling, for example, Attachments like Orbitals and Shields to move themselves relative to their owner's movement.
+ - **Squad**: A group of friendly agents who re-plan together, cooperating on goals and taking action based on roles.
+