#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
12 lines
482 B
Text
12 lines
482 B
Text
[gd_resource type="Resource" script_class="VesselUpgradeDefinition" load_steps=2 format=3]
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[ext_resource type="Script" path="res://vessels/VesselUpgradeDefinition.gd" id="1"]
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[resource]
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script = ExtResource("1")
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upgrade_id = "lsr_width"
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display_name = "Beam Collimator"
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description = "+22 beam width per level - the beam cuts a wider swathe and catches more in one shot."
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base_cost = 25
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max_level = 3
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research_point_cost = 1
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icon = 17
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additive_modifiers = {"beam_half_width": 22.0}
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