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Features Documentation

Detailed guide to all features of Neon Vanguard: Sector Zero.

📋 Table of Contents


Combat System

Active Time Battle (ATB)

Combat uses a real-time ATB system:

  • Each enemy has a charge gauge (0-100%)
  • Charge speed depends on the enemy's speed stat
  • When an enemy reaches 100%, they attack the player
  • The player can attack at any time (no gauge)

Charge Formula:

chargeRate = enemySpeed * combatSpeedMultiplier * deltaTime

Enemy Intentions

Enemies display their intention before attacking:

Intention Icon Description
ATTACK ⚔️ Will deal damage
HEAL 💚 Will heal themselves
CHARGE Charging a powerful attack
DEFEND 🛡️ Gains temporary shield

Combo System

Chain attacks for multipliers:

  • 0.5s between hits to maintain combo
  • Multiplier: 1.0 + (comboCount * 0.1) (max 2.0x)
  • Visually displayed: x2 COMBO!, x5 COMBO!
interface ComboState {
  count: number;
  lastHitTime: number;
  multiplier: number; // 1.0 - 2.0
}

Weak Points

Certain enemies have vulnerabilities to specific attack types:

interface WeakPoint {
  abilityType?: string;     // 'laser', 'emp', etc.
  damageMultiplier: number; // Generally 2.0x
  description: string;
}

Examples:

  • SENTINEL: Weak to EMP (2x damage)
  • WYRM BOSS: Weak to laser attacks

Critical Damage

  • Chance: 15% base (can be increased by talents/augs)
  • Multiplier: 1.5x damage
  • Visual: Visual effect + special sound

Status Effects

SHIELDED

  • Absorbs X damage before breaking
  • Visual: 🛡️ blue icon

OVERDRIVE

  • +50% damage dealt
  • -25% damage taken
  • Duration: 10 seconds

STUNNED

  • Enemy cannot attack
  • ATB locked at 0%
  • Duration: 3-5 seconds

BURNING

  • DoT: 10 damage per second
  • Duration: 5 seconds
  • Stackable

Damage Calculation

Complete Formula:

finalDamage = baseDamage 
  * augmentationMultiplier 
  * comboMultiplier
  * (isCritical ? 1.5 : 1.0)
  * (isWeakPoint ? 2.0 : 1.0)
  * difficultyMultiplier

Pilots and Modules

5 Unique Pilots

1. VANGUARD - "The Aegis"

  • HP: 120 (High)
  • Speed: 100 (Normal)
  • Damage: 15 (Normal)
  • Mechanic: Shield Generation
    • Gains 20 shield every 5 kills
    • Max shield: 50
  • Abilities:
    • ASSAULT MODULE:
      • Primary: Shield Bash (1.2x dmg, stun if shield active)
      • Special: Aegis Strike (1.5x dmg AoE)
    • DEFENSE MODULE:
      • Primary: Fortify (gain 20 shield)
      • Special: Reactive Armor (reflect 50% dmg)

2. SOLARIS - "The Dynamo"

  • HP: 100 (Normal)
  • Speed: 120 (Fast)
  • Damage: 18 (High)
  • Mechanic: Energy Management
    • Max Energy: 100
    • Regen: 10/sec
    • Abilities cost energy
  • Abilities:
    • ASSAULT MODULE:
      • Primary: Energy Bolt (30 energy, 1.8x dmg)
      • Special: Overcharge (50 energy, OVERDRIVE status)
    • DEFENSE MODULE:
      • Primary: Battery Siphon (drain 20 energy from enemy)
      • Special: Static Field (AoE stun)

3. HYDRA - "The Inferno"

  • HP: 100 (Normal)
  • Speed: 100 (Normal)
  • Damage: 20 (Very High)
  • Mechanic: Heat Management
    • Heat builds with attacks
    • Too much heat = self damage
    • Can vent heat manually
  • Abilities:
    • ASSAULT MODULE:
      • Primary: Flamethrower (+15 heat, 1.5x dmg, apply BURNING)
      • Special: Thermal Detonation (all heat -> AoE explosion)
    • DEFENSE MODULE:
      • Primary: Heat Sink (vent 50 heat)
      • Special: Molten Armor (convert heat to shield)

4. WYRM - "The Leech"

  • HP: 90 (Low)
  • Speed: 110 (Fast)
  • Damage: 12 (Low)
  • Mechanic: Bio-Regeneration
    • Regen 2 HP/sec in combat
    • Regen 5 HP/sec out of combat
    • Vampiric attacks
  • Abilities:
    • ASSAULT MODULE:
      • Primary: Drain (1.0x dmg, heal 50% dmg dealt)
      • Special: Swarm (summon heal drones)
    • DEFENSE MODULE:
      • Primary: Regenerate (heal 30 HP over 5s)
      • Special: Adaptive Shell (immune to next attack)

5. GHOST - "The Phantom"

  • HP: 80 (Very Low)
  • Speed: 140 (Very Fast)
  • Damage: 25 (Extreme)
  • Mechanic: Stealth & Burst
    • +50% crit chance
    • First hit before ATB starts
  • Abilities:
    • ASSAULT MODULE:
      • Primary: Shadow Strike (2.0x dmg, guaranteed crit)
      • Special: Phase Shift (dodge next 3 attacks)
    • DEFENSE MODULE:
      • Primary: Smoke Bomb (reset all enemy ATB)
      • Special: Vanish (become untargetable 5s)

Pilot Unlocking

  • VANGUARD: Unlocked by default
  • SOLARIS: Level 2 OR 10 kills
  • HYDRA: Level 4 OR 25 kills
  • WYRM: Level 6 OR 50 kills
  • GHOST: Level 8 OR Complete 1 run

Achievement System

18 Achievements

Combat (5)

  1. FIRST BLOOD: Defeat your first enemy
  2. CENTURION: Defeat 100 enemies total
  3. EXTERMINATOR: Defeat 500 enemies total
  4. CRIT MASTER: Land 50 critical hits
  5. COMBO KING: Achieve a x10 combo

Survival (4)

  1. SECTOR CLEAR: Complete Sector 1
  2. HALFWAY THERE: Complete Sector 3
  3. VICTOR: Complete all 5 sectors
  4. UNTOUCHABLE: Complete a sector without taking damage

Speed (2)

  1. SPEEDRUNNER: Complete run in under 15 minutes
  2. LIGHTNING FAST: Complete run in under 10 minutes

Collection (4)

  1. HOARDER: Own 10 augmentations in a single run
  2. SYNERGY SEEKER: Activate your first synergy
  3. COLLECTOR: Unlock 20 codex entries
  4. ARCHIVIST: Unlock all codex entries

Mastery (3)

  1. BOSS SLAYER: Defeat 10 bosses
  2. PERFECTIONIST: Complete a perfect run (no damage, no consumables)
  3. ENDLESS WARRIOR: Reach wave 25 in Endless Mode

Unlock Conditions

Achievements unlock automatically via checkAchievements() called after each significant action.

Example:

const FIRST_BLOOD: Achievement = {
  id: 'first-blood',
  condition: (stats) => stats.totalKills >= 1,
  reward: { type: 'XP', value: 100 }
};

Talent System

Talent Trees Per Pilot

Each pilot has their own talent tree with 15-20 talents.

Structure

interface Talent {
  id: string;
  name: string;
  description: string;
  tier: 1 | 2 | 3 | 4 | 5;
  cost: number;                // Required points
  prerequisiteId?: string;     // Parent talent
  effect: TalentEffect;
}

Effect Types

  • STAT_BOOST: +X HP, +Y dmg, etc.
  • ABILITY_ENHANCE: Improves an ability
  • UNLOCK_FEATURE: Unlocks a mechanic
  • PASSIVE_BONUS: Permanent bonus

Example: VANGUARD Talent Tree

Tier 1 (1 point):

  • Reinforced Plating: +20 Max HP
  • Combat Training: +10% crit chance

Tier 2 (2 points, requires Tier 1):

  • Shield Mastery: +25% shield generation rate
  • Aegis Aura: Allies within 5m gain 10 shield

Tier 3 (3 points, requires Tier 2):

  • Unbreakable: Shield breaks grant OVERDRIVE (5s)
  • Fortress: While shield > 50%, take 25% less dmg

Tier 4 (5 points, requires Tier 3):

  • Guardian Angel: Auto-revive once per run at 1 HP

Talent Points

  • Earned by leveling up
  • 1 point per level
  • Can be reset (cost: scrap)

Endless Mode

How It Works

  • Infinite waves of enemies
  • Difficulty increases each wave
  • Upgrades between waves (every 5 waves)
  • Score based on: waves, kills, survival time

Enemy Scaling

enemyHP = baseHP * (1 + wave * 0.15)
enemyDamage = baseDamage * (1 + wave * 0.10)

Endless Upgrades

Every 5 waves, choose between 3 random upgrades:

Common (60% chance)

  • +20 Max HP
  • +10% Damage
  • +1 Consumable

Rare (30% chance)

  • +15% Cooldown Reduction
  • Random augmentation
  • +50 Scrap

Legendary (10% chance)

  • Full Heal
  • Extra Life
  • Random Synergy

Leaderboard

Score is calculated:

score = (wave * 100) + (kills * 10) + (survivalTime / 60 * 50)

Filters:

  • By difficulty
  • By pilot
  • Global / All-time

Replay System

Features

  • Automatically records the last 5 combats
  • Saves: Boss kills, Victories, Defeats (optional)
  • Replays in real-time with controls (play/pause/speed)

Recorded Data

interface CombatReplay {
  id: string;
  timestamp: number;
  pilotId: PilotId;
  moduleId: PilotModule;
  stage: number;
  difficulty: DifficultyLevel;
  events: ReplayEvent[];      // Timestamped actions
  outcome: 'VICTORY' | 'DEFEAT';
  duration: number;           // Seconds
}

Events

type ReplayEvent =
  | { type: 'PLAYER_ATTACK', targetId: string, damage: number }
  | { type: 'ENEMY_ATTACK', enemyId: string, damage: number }
  | { type: 'ABILITY_USED', abilityId: string }
  | { type: 'CONSUMABLE_USED', consumableId: string }
  | { type: 'ENEMY_SPAWNED', enemy: Enemy }
  | { type: 'ENEMY_DEFEATED', enemyId: string };

Codex / Lore

Categories

Pilots (5 entries)

Complete bio for each pilot, unlocked by selecting them.

Enemies (20+ entries)

Data on each enemy type, unlocked by killing them.

interface CodexEnemyEntry {
  id: string;
  name: string;
  description: string;
  stats: { hp, damage, speed };
  killCount: number;         // Tracking
  firstKill?: number;        // Timestamp
}

Lore (15+ entries)

Story fragments unlocked by progressing.

Audio Logs (10 entries)

Audio logs (TTS) discovered randomly (15% chance after victory).

Unlock System

// Unlock pilot bio
unlockCodexPilot(pilotId);

// Unlock lore
unlockCodexLore('lore-the-fall');

// Audio log chance
unlockCodexAudioLog(0.15); // 15%

// Track enemy kills
recordCodexEnemyKill('SENTINEL');

Progression

"NEW!" badge on unread entries.

interface CodexProgress {
  pilotsUnlocked: number;    // X/5
  enemiesUnlocked: number;   // X/20
  loreUnlocked: number;      // X/15
  audioLogsFound: number;    // X/10
  totalEntries: number;
  completionPercentage: number;
}

Crafting

Recipes

Combine consumables to create more powerful items.

Examples

MEGA-STIM (Rare):

  • Cost: 2x Med-Kit + 50 scrap
  • Effect: Restore 100 HP (vs 50 for normal Med-Kit)

CRYO-BOMB (Legendary):

  • Cost: 2x EMP Grenade + 2x Frag Grenade + 100 scrap
  • Effect: AoE stun + slow (5s)

Recipe Unlocking

  • Certain recipes unlocked by stage
  • Others by achievements
  • Visible in the hangar
interface CraftingRecipe {
  id: string;
  requirements: { consumableId?: string, count: number, scrap?: number }[];
  result: Consumable;
  unlockedAtStage?: number;
}

Difficulty and Modifiers

4 Difficulty Levels

Level Enemy HP Enemy Dmg Scrap Permadeath Lives
RECRUIT 1.0x 1.0x 1.5x
VETERAN 1.3x 1.2x 1.2x 3
ELITE 1.6x 1.5x 1.0x 1
NIGHTMARE 2.0x 2.0x 0.8x 1

Daily Modifiers

One random modifier per day (rotation):

BOSS RUSH

  • All enemies become mini-bosses
  • HP: -50%, Dmg: +25%
  • Boss fights more frequent

DOUBLE HAZARDS

  • 2x chance of environmental hazards
  • Hazard effects +50% stronger

PACIFIST

  • Offensive consumables hidden
  • +100% scrap rewards
  • Focus on defensive abilities

Accessibility

Screen Reader Support (NVDA)

  • ARIA labels on all interactive elements
  • Live regions for dynamic announcements
  • Skip links for quick navigation
  • Descriptions for images and icons

Keyboard Navigation

Key Action
Tab / Shift+Tab Navigate between elements
Enter Select / Confirm
Space Activate / Toggle
Escape Close / Back
Arrows Navigate lists
1-4 Use consumable (in combat)
P Pause
H Contextual help

Colorblind Modes

3 modes for different types:

  • Protanopia (red-green): Adjusted palette red → orange
  • Deuteranopia (red-green): Adjusted palette green → blue
  • Tritanopia (blue-yellow): Adjusted palette blue → purple

3D Spatial Audio

Audio positioning based on enemy position:

  • Enemies on left → sound on left
  • Enemies on right → sound on right
  • Boss → amplified center sound

Performance Options

Performance Mode:

  • Disables complex animations
  • Reduces particles
  • Disables blur/glow effects
  • +30% FPS on low-end machines

Last Updated: 2025-12-11