Forgejo #5. A new building gated behind a "Vessel Science" research node. Its own screen upgrades each vessel type - weapon, movement, shield and freight - and unlocks the shield vessel, which the ship crafter can then build. Vessel research is deliberately NOT more nodes in the mothership tree: that tree gates what may be built at all and is a strategic spine, while these are repeatable tuning on vessels already owned. Levels cost base * (level + 1), so the third point in something is not the price of the first. Upgrades are read live rather than baked in at build time, so researching one improves the ships already flying. The shield is personal, not a bubble: it absorbs a hit that would destroy the vessel - ships have no health, contact kills - and is then down until it cycles. Its ring is a NeonPiece child toggled with `visible` per #10, not a redraw of the hull. The build menu now holds six entries across three rows, which the #21 repacking already handles. Enemies still have no weapon, so "blocks shots" has nothing to block yet; that is filed separately rather than widened into this ticket. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
6 lines
180 B
Text
6 lines
180 B
Text
[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://tests/_lab_menu_preview.gd" id="1"]
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[node name="LabMenuPreview" type="Node2D"]
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script = ExtResource("1")
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