#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
30 lines
1.7 KiB
Text
30 lines
1.7 KiB
Text
[gd_resource type="Resource" script_class="VesselDefinition" load_steps=6 format=3]
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[ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://vessels/VesselDistorderComponent.tscn" id="2"]
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[ext_resource type="Resource" path="res://vessels/DistorderDashCooldownUpgrade.tres" id="3"]
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[ext_resource type="Resource" path="res://vessels/DistorderDashRangeUpgrade.tres" id="4"]
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[ext_resource type="Resource" path="res://vessels/DistorderDrainUpgrade.tres" id="5"]
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[resource]
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script = ExtResource("1")
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definition_id = "distorder"
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display_name = "Energy Propulser"
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description = "Unarmed propulsion hull that burns energy to drive the whole fleet faster. It also grants an aimed fleet dash; each Propulser carries its own recharge."
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build_cost = 14
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build_resource_costs = {"ore": 14, "energy": 8}
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build_time = 16.0
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icon = 37
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glow_color = Color(0.85, 0.95, 0.15, 1)
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hull_points = PackedVector2Array(0, -26, 9, -8, 13, 6, 18, 20, 0, 12, -18, 20, -13, 6, -9, -8)
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fleet_eligible = true
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capabilities = PackedStringArray("distorder")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 645.0, "acceleration": 1845.0, "delivery_speed": 180.0, "dash_cooldown": 5.0, "dash_distance": 520.0, "boost_drain": 2.0}
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minimum_stats = {"dash_cooldown": 2.0, "boost_drain": 0.4}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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unlock_id = "unlock_distorder"
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unlock_name = "Unlock Energy Propulser"
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unlock_description = "Research a propulsion hull that burns energy to drive the whole fleet faster and grants an aimed fleet dash."
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unlock_cost = 0
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unlock_resource_costs = {"energy": 50}
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research_point_cost = 1
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unlock_icon = -1
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