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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@ -68,6 +68,10 @@ func take_damage(amount: int) -> bool:
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func shatter(drop_ore: bool) -> void:
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AsteroidExplosionVFX.spawn(get_tree().root, position)
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# #213. Here rather than in take_damage(), so a rock broken by a ramming
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# hull is heard too - and NOT in AsteroidField's despawn, which frees
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# rocks the player has simply flown away from.
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Sfx.play(get_tree(), Sfx.ASTEROID_BREAK)
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if drop_ore:
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_drop_ore()
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queue_free()
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