Sharpen the gas bomb and the laser

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
This commit is contained in:
Loïc Wisniewski 2026-09-04 22:34:29 +02:00
commit 1cb8fc54e9
6 changed files with 76 additions and 5 deletions

View file

@ -18,7 +18,7 @@ hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14)
fleet_eligible = true
capabilities = PackedStringArray("laser")
component_scenes = Array[PackedScene]([ExtResource("2")])
base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 2.0, "beam_range": 2900.0, "beam_cooldown": 4.0}
base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 6.0, "beam_range": 2900.0, "beam_cooldown": 4.0}
minimum_stats = {"beam_cooldown": 1.5}
upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
unlock_id = "unlock_laser"

View file

@ -14,7 +14,9 @@ func _init() -> void:
const BOMB_EFFECT = preload("res://vfx/GasBombEffect.gd")
const GAS_PER_SHOT: int = 5
const MAX_RANGE: float = 950.0
const BLAST_DAMAGE: int = 3
# #201: doubled. The bomb is the fleet's only area weapon and one slow,
# expensive throw was worth less than a couple of seconds of ordinary fire.
const BLAST_DAMAGE: int = 6
const SHOT_COOLDOWN: float = 5.0

View file

@ -2,7 +2,7 @@ class_name VesselLaserComponent
extends "res://vessels/VesselCooldownFillComponent.gd"
var capability_id := "laser"
var damage: int = 2
var damage: int = 6
var beam_range: float = 2900.0
const READY_COLOR := Color(0.3, 0.9, 1.0)