Docs: destructible-cover Build Spec + session log Part K — PHASE 1.5 COMPLETE
CLAUDE.md: the enemy anti-stuck nudge is now cover-aware (budget 38.5 KB). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -150,8 +150,11 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
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the client cue, strobing red glow) then radius-damages BOTH sides (bait mechanic; escapable). Zero new
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replication. Geysers/trap tiles = later hazard variants on the same HazardExplosionSystem chassis.
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See [[Exploding_Barrels_Build_Spec]].
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8. **Destructible cover:** in-room cover rocks take damage and crumble (Charger smashes through, players carve LOS).
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Structures already have Health; **re-validate the enemy stuck-fix backstop when cover can disappear mid-fight.**
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8. **Destructible cover — SHIPPED (2026-07-10, `bbf418e77`, review-first `wf_e14dd739-069`): PHASE 1.5 IS
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COMPLETE.** Cover = BlightClutter ghosts (Variant 4) with baked env-layer colliders — genuinely block
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(the anti-stuck nudge is now cover-aware) until carved (8 hits, zero yield — deposit decoupled from
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durability); no cover in Boss rooms; backstop re-validated live (block/depenetrate/carve all proven).
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Follow-ups: Charger smashes cover; true projectile-blocking. See [[Destructible_Cover_Build_Spec]].
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**Gate:** operator playtest says "no longer static"; node harvest feedback visibly works; art direction LOCKED.
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