Expand and stage boss encounter

This commit is contained in:
Loïc Wisniewski 2026-09-03 22:00:26 +02:00
commit 66b314f51a
17 changed files with 485 additions and 64 deletions

View file

@ -47,6 +47,10 @@ var catalog_faults: PackedStringArray = PackedStringArray()
# set, so the fleet goes where the script sends it rather than fighting the
# player for the last few seconds of the prologue.
var intro_locks_movement: bool = false
# Short in-world reveals (currently the boss arrival) use their own lock so
# they do not pretend the prologue is active merely to steer the fleet for a
# few seconds.
var encounter_locks_movement: bool = false
# #123: the prologue's convoy is bigger than any fleet the player can field
# yet - it is not their fleet, it is the one they are about to lose. An
# explicit override rather than a fake doctrine, so nothing about the
@ -751,6 +755,7 @@ func reset_progression() -> void:
func reset_new_game() -> void:
intro_active = true
intro_locks_movement = false
encounter_locks_movement = false
intro_fleet_size = 0
has_return_position = false
surviving_ship_count = STARTING_SHIP_COUNT