Et toujours du dev pour la béta

* Evolution de l'histoire avec de nouveaux dialogues, une plus grande durée de vie du jeu, des nouvelles zones d'histoire...
* Suppression du mode infini
* Ajout d'un écran des mutations découvertes
* Ajout d'un nouveau mécanisme de respawn situé dans le vaissau
* Ajout de 2 nouveaux modificateurs de région
* Quatre nouveaux artefacts
* Visuel de la décontamination de la planète 3D en cours de la partie
* Ajout d'une annonce visuelle des scène du jeu
* Fix sur la mutation Généreux pour être en accord avec sa description
* Amélioration de l'effet de la mutation Purification
* Fix de la mutation sociale aux niveau supérieurs
* Ajout d'un effet visuel de réacteur sur le joueur 3D
* Fix sur l'annonce de nouveaux objets qui se déclenchaient à une nouvelle run
* Amélioration des animation et des informations données dans le vaisseau
* Correction mineure des traductions
This commit is contained in:
2026-04-28 23:41:36 +02:00
parent 7ae362a3a5
commit 91e266ec85
269 changed files with 4393 additions and 1699 deletions

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@@ -81,7 +81,7 @@ func get_score(state: State = get_state()) -> int:
for pd in nearby_plants:
score += pd.get_score_buff()
return max(0,score) * mult
return max(0,score) * max(0,mult)
func get_state() -> State:
if day >= get_lifetime():

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@@ -1,3 +1,4 @@
@abstract
extends Resource
class_name PlantMutation
@@ -15,16 +16,12 @@ func get_icon() -> Texture:
func get_base_rarity() -> int:
return 0
func get_mutation_id() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
@abstract func get_mutation_id() -> String
func get_mutation_name() -> String:
return tr(get_mutation_id())
func get_mutation_description() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
@abstract func get_mutation_description() -> String
func mutate_plant_data(_plant_data: PlantData):
pass

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@@ -17,9 +17,7 @@ func get_mutation_description() -> String:
})
func mutate_score_multiplier(plant_data: PlantData, multiplier: int) -> int:
if plant_data.get_state() == PlantData.State.MATURE:
return 0
return multiplier
return multiplier - 1
func mutate_score_buff(plant_data: PlantData, score_buff : int) -> int:
if plant_data.get_state() == PlantData.State.MATURE:

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@@ -23,4 +23,4 @@ func _start_maturation_effect(plant : Plant):
func get_purification_radius() -> int:
return level
return level * 2

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@@ -31,4 +31,4 @@ func get_near_plants_around():
return max(DEFAULT_PLANT_BY_POINT - level,1)
func get_score_increase():
return max(level - DEFAULT_PLANT_BY_POINT,1)
return max(level + 2 - DEFAULT_PLANT_BY_POINT,1)