DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Chasers (EnemyPursuitComponent) and snipers (EnemyStandoffComponent)
used to beeline/close in from anywhere on the map the instant they
spawned - no matter how far the fleet was, which read as omniscient
rather than alert. Both now sit idle until the fleet is within their
own detection_range. Artillery's slow drift is gated the same way, but
reuses its own existing fire_range rather than a new tunable - outside
its firing envelope it has nothing to be drifting toward yet.
The enemy mothership deliberately keeps the opposite behaviour: it is
meant to read as a persistent, unavoidable stalking threat, not a
local sentry, so it gets its own EnemyPursuitComponentMothership.tscn
variant with an effectively unlimited detection_range - the same
scene-variant pattern EnemySpawnerComponentChaser/Artillery already
use for per-definition property overrides on a shared component script.
A large, slow capital enemy that periodically launches chasers and
artillery on their own intervals and fires a heavily telegraphed line
beam capable of killing several player vessels at once.
Spawning reuses #52's EnemySpawnerComponent as-is via two preset
scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser,
EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than
adding multi-type support to the component - two instances of a
single-purpose component is the composition this codebase already
uses everywhere ("enemy bomber" in the original request is read here
as the existing artillery enemy's slow telegraphed AOE, not a new
enemy type - flagged as a judgment call in the ticket).
New EnemyBigLaserComponent.gd ("big_laser") fires a standalone
EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/
fire/flash sequence once launched, so the mothership dying mid-charge
doesn't cancel an already-telegraphed shot, same design as
EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked
once in launch() and never re-read - nothing in the charging phase
touches the fleet's position again, which is what makes it dodgeable.
Damage is a line-segment check (projection + perpendicular distance)
against every player_ships member; Ship.take_damage() already handles
shield absorption per-ship.
MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit
hull, pursuit + two spawners + big_laser, no type switch anywhere -
every stat from the definition, every behaviour from a component.
Tests: new tests/test_enemy_mothership.gd, split into beam mechanics
(tested directly, not through the component's own cooldown timing,
which would make the geometry assertions timing-fragile) and the
composed definition (tested through a real Enemy.tscn instance).
Screenshot of the charge telegraph mid-countdown. Full suite: 80/80.
Found and fixed a real bug along the way, in EnemySpawnerComponent.gd
(#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")`
member-level preload could get permanently baked in as a broken,
empty PackedScene when a definition's component_scenes chain led back
to Enemy.tscn while it was still mid-load - confirmed empirically via
ResourceLoader.has_cached() being true (a good copy existed) while the
preloaded reference's own resource_path was empty. This only
surfaces when a SINGLE definition composes two instances of a script
carrying such a preload (the mothership's chaser/artillery spawner
presets; #52's single-spawner turret never hit it). Fixed by
resolving enemy_scene lazily via load() on first use instead of at
compile time, and additionally made a fresh spawner count down from a
full interval before its first spawn rather than firing on tick one,
which also happens to keep two sibling spawners with different
intervals from ever landing their first attempt on the same frame.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>