Sound has been updated. As a result snares can be collected from a bit further away as it is now harder to tell when you're about to step on it. A few string updates. Mountain terrain added. May require rope for traversal.
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@@ -87,9 +87,35 @@ const int BANDIT_DETECTION_RADIUS = 5;
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const int BANDIT_WANDER_DIRECTION_CHANGE_MIN = 3000;
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const int BANDIT_WANDER_DIRECTION_CHANGE_MAX = 8000;
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// Stream audio
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const int STREAM_SOUND_RANGE = 5;
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const float STREAM_SOUND_VOLUME_STEP = 0.6;
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// Audio ranges and volume falloff
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// Formula: final_volume = start_volume - (volume_step × distance)
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// Using 30 dB fade over range for gradual but noticeable falloff
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const int AUDIO_TILE_SCALE = 10;
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const float AUDIO_PAN_STEP = 2.0;
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const float AUDIO_VOLUME_STEP = 3.0;
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const int SNARE_SOUND_RANGE = 5;
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const float SNARE_SOUND_VOLUME_STEP = 4.0; // More audible for locating snares
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const float SNARE_SOUND_PAN_STEP = 4.0; // Stronger pan for direction
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const int SNARE_COLLECT_RANGE = 2;
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const int FIRE_SOUND_RANGE = 6;
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const float FIRE_SOUND_VOLUME_STEP = 5.0; // 30 dB over 6 tiles
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const int FIREPIT_SOUND_RANGE = 5;
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const float FIREPIT_SOUND_VOLUME_STEP = 6.0; // 30 dB over 5 tiles
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const int STREAM_SOUND_RANGE = 7;
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const float STREAM_SOUND_VOLUME_STEP = 4.3; // 30 dB over 7 tiles
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// Mountain configuration
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const int MOUNTAIN_SIZE = 60;
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const int MOUNTAIN_MIN_ELEVATION = 0;
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const int MOUNTAIN_MAX_ELEVATION = 40;
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const int MOUNTAIN_STEEP_THRESHOLD = 6;
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const int MOUNTAIN_MAX_SLOPE = 20;
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const int ROPE_CLIMB_SPEED = 1000;
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const int MOUNTAIN_STREAM_SOUND_RANGE = 7;
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const float MOUNTAIN_STREAM_VOLUME_STEP = 4.3; // 30 dB over 7 tiles
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const int QUEST_MAX_ACTIVE = 4;
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const int QUEST_CHANCE_PER_FAVOR = 10;
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const int QUEST_MIN_CHANCE = 5;
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