SPECIAL // WIKI ENGINE V4
Recent changes
MediaWiki-style tools over the complete canonical Horda Zero V4 registry.Canonical changelog
Observed main advanced to f7d2644; the published Android product remains 11a9226, Horda Zero 0.1.21 / code 22. The delta removes reflection from public Host paths for R8 safety.
0.1.19 brings the roster to 23 heroes, adds eight normal weapons, four permanent global discoveries through normal T7 + special T7, and 16 build fusions. An eligible still-locked discovery takes priority in the treasure roll.
Arena RPG reaches 20 items and 6 relics; co-op protocol v24 synchronizes inventory/quick-use and Expedition carries build checkpoints between nodes.
0.1.20 requests NEARBY_WIFI_DEVICES on co-op entry when the Android 16/API 36 Local Network Protection gate applies.
BestiaryCatalog.ALL now covers all 51 EnemyKind values on main: 23 authored core/special profiles plus 28 biome-specific basic mobs derived from StageEnemyArtCatalog.
All 12 arenas resolve dedicated thematic backgrounds; merchant_shop_world_v1.png is presentation-only and no longer creates enemy collision, spawn exclusion, or a safe zone.
The current release retains one-click self-contained Windows packaging through jpackage/JDK 17+, producing release/windows/HordaZero/HordaZero.exe after core/runtime/asset verification.
New automatic co-op team weapon separate from the six personal slots, with T1–T7 progression, host-authoritative damage, and client-side replicated presentation.
Short landscape now reserves objective, time, and reward before art; STAGES/FASES button has no arrow and tests cover 2400×1080 and 2048×799.
Healing Beacon and Arcane Bomb are host-authoritative co-op boss/elite drops; elites use 15% total. Potency/radius scale at 2P/3P/4P: healing 35/40.25/45.5; Bomb 140/161/182 in radius 360/390/420.
Main retains the HUD composition introduced at 4da13b3c: 70dp portrait, long XP bar, weapon/passive rails, centered clock, side kill/coin counters, hidden wave counter, stage name in pause, centered notices, and movement without the ornamental joystick.
The economy tooling/QA revision includes Ally Revive as a one-time 3,000-coin purchase in the audit. Audited Permanent Shop completion is 423,000 coins; with 77,000 in permanent relics, the covered total is 500,000. This does not change gameplay.
Arena RPG gameplay provenance remains f4def82; quick-use presentation participates in HUD refinement 4da13b3c without changing consumable rules.
Revive, Shop, Treasure, RankHistory, and RPG overlays preserve their earlier responsive layouts; the post-release delta adds the short-landscape Level Select adjustment.
The game record reports 1,372 passing tests and new PT/EN captures; physical testing on two Android devices remains pending.
Local/LAN co-op remains host-authoritative for 1 Host plus up to 3 clients, with snapshots, personal progression, shared run wallet, DOWNED/revive, and reconnect.
data/horda-zero-sync.json remains separate and must be recalculated only by the official finalizer; editorial synchronization does not fabricate sourceCommit/hashes.
Stage, event, and citadel beats receive PT/EN OGG narration; CoreVoiceBank lazy-loads clips and retries while the backend initializes.
STORY lines use a dynamic 6–20 s presentation window based on the longer PT/EN text so long narration is not cut short.
Final CoreLocalization still uses Runic Mime as the public name; Moonpatch remains residual unlock copy and is not promoted by the wiki.
Temporary/run-only content guides from run start; permanent POIs remain protected by discovery so metaprogression is not spoiled.
Developer Hub gains a unified POI/field-pickup page while Story Debug remains the dedicated narrative tool.
Collection gained the sixth Archive/Codex tab with ??? anti-spoiler state, arena detail, and responsive layout.
The campaign spans four acts/12 arenas and closes in the Citadel with Malrec Voss, THRESHOLD-13, Crimson Project C-13, and the RUPTURE INTERRUPTED epilogue.
GameRenderer queries EnemySpatialIndex and fills a reusable local-enemy buffer; ArenaMinimapRenderer respects enemyCount while keeping the exact tactical-range filter.
PR #78 removes full scans/temporary allocations from LIGHTNING and ICE_SHARD and uses the shared EnemySpatialIndex for GLADE/HOLY_RING while preserving mechanical contracts.
The two-step flow remains, with stage requirements localized through the catalog; the current class identifies the screen as V22.
Purchased level and enabled state are separate; resale refunds 100% of tiers, Fury requires Power I, and Arsenal/MULTISHOT has a hard permanent Lv2 cap (+2).
All 12 arenas now have seven permanent kill contracts. T1 replaces the legacy mission; T7 Supreme grants 1 Core and retires the directive for that stage.
Canonical T1 goals are now 750, 900, 1,125, 1,275, 1,800, 1,900, 2,000, 2,625, 2,750, 3,450, 3,600, and 3,750 kills.
HUD and result surfaces show the active contract, skipped tiers, consolidated rewards, and T7 Supreme retirement.
Eleven normal heroes received exclusive mechanics that scale by Tier and unlock a unique Supreme form at Transcendent.
Signatures now have icons, rings, bursts, strips, HUD bar, Supreme badge, selection overlay, and pooled world FX.
The Cards screen selects one active card before a run; stat effects and Moon, Magician, Rupture, and Infinite special behaviors now execute in runtime.
Healing drops are now 1% common, 3% elite, and 30% boss; health pickups last 60 s and respect a cap of 12 active items.
Vesper now requires 3,000 direct Soul Orb kills after the first death in Stage 12; the old 10,000 target is no longer canonical.
Developer Hub and DEV bridges expose controls, telemetry, and stress presets for Signatures; Soul Magnet attraction is normal again.
Canonical update: Android code 10; merchant 90/50/300; common physical coin pickups worth 1; permanent shop retuned; magnetism 96→240; level-up stops granting automatic HP; Vital Heart and Mastery provide explicit health/bonus progression.
Pacing now uses twelve 30-second tiers; bonus spawns start at wave 7. Forest lasts 900 s, opens at 60% difficulty for 3 min, converges by 6 min and keeps SWARM/GRUNT/RUNNER as its identity.
Pause, Options, How to Play, Operations Center, tactical map, talents, selection, loading, HUD, results and run modals received integration/polish; Developer Hub gained previews, Performance Bench, branch sync, self-update and audio QA.
Previous wiki checkpoint before the 0.1.9 review.
Neon Wraith, Runic Patchling, and Vesper use the actual runtime conditions, including the 10-hit Wraith limit and Vesper's post-death Soul Orb trial.
PT-BR remains on the default routes and English lives under /en with equivalent navigation.
Git-backed editorial pages
- Build crafting · content/en/build-crafting.md
- First-run roadmap · content/en/first-run-roadmap.md
- Kill Contract roadmap · content/en/kill-contract-roadmap.md
- Permanent economy and spending · content/en/permanent-economy.md
- Runes and relics · content/en/runes-and-relics.md
- Secrets and unlocks · content/en/secrets-and-unlocks.md