Sharpen upgrades, mark the convoy's destination, and give the world sound
#204 the Beam Collimator widens the beam instead of adding range to one that already crosses the screen; beam width becomes a per-shot vessel stat. #205 the Energy Propulser gains three upgrades - dash recharge, dash reach, and boosted-cruise drain - which turns three constants into vessel stats. #206 three further doctrines carry the fleet from ten to twenty. #207 the prologue's World Ship gets a marker, through the scanner's own guidance arrow rather than a second one. #208 #210 #213 #214 four new synthesised sounds: the breach opening, cargo reaching the hold, a rock breaking, and a gas bomb blooming. #215 building health bars are larger, plated and framed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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33 changed files with 716 additions and 52 deletions
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@ -19,7 +19,8 @@ extends SceneTree
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# E. the tree cannot promise a slot the formation has no room for - the
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# invariant that made extra doctrines silently worthless
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const DOCTRINE_CHAIN: Array = ["wing", "squadron", "armada", "battlegroup", "grand_fleet"]
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const DOCTRINE_CHAIN: Array = ["wing", "squadron", "armada", "battlegroup",
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"grand_fleet", "task_force", "star_legion", "void_armada"]
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var game_state: Node
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var scene: Node
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@ -98,6 +99,11 @@ func _process(delta: float) -> bool:
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if expected > GameState.DEFAULT_FORMATION.size():
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return _fail("the doctrines promise %d slots but DEFAULT_FORMATION only defines %d - the last ones buy nothing" \
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% [expected, GameState.DEFAULT_FORMATION.size()])
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# #206 named the destination, so it is pinned rather than left to
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# whatever the chain happens to add up to.
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if expected != 20:
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return _fail("the doctrine chain reaches %d vessels, not the 20 it is meant to" \
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% expected)
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print("full doctrine chain reaches %d slots, with %d formation positions defined" \
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% [expected, GameState.DEFAULT_FORMATION.size()])
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