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Joined on
2026-08-10
In dev mode, create a button to trigger a new attack wave
When a new wave is created, fleet should automatically move toward the closest building they find, whatever is their distance, and attack the fleet or the outpost vessels if there is any in reach
improve ennemy bomber
Done in 0c48b5e. Taking "bomber" as the artillery enemy - the one that lobs an area shell; say the word if you meant something else.
the lunge ennemy should go faster once started and do only once back and forth before starting
The outpost fleet animation is broken
the lunge ennemy should go faster once started and do only once back and forth before starting
Done in 7a78d1b.
#108c: the asteroid gauntlet and the dimensional breach
The belt is 90 rocks laid across the lane ahead rather than scattered around the fleet, so it has to be flown through.
#108c: the asteroid gauntlet and the dimensional breach
#108b: the convoy, the mission, and the ambush
#108b: the convoy, the mission, and the ambush
The convoy is ten hulls - six holds, four escorts - where a new game's fleet is one. That needs an explicit fleet-size override: a plain number rather than a fake doctrine, because nothing about…
#108a: intro mode - a scripted prologue with narration and movement only
The frame. A director node in Main.tscn that runs on a NEW game and never on a resumed one, a narration banner for the guide, and total suppression of every pressable affordance while it runs.
#108a: intro mode - a scripted prologue with narration and movement only