0.1.1
- Rééquilibrage du mode histoire (vers le haut, le jeu sera un poil plus dur) - Ajout d'effet pour dissuader le joueur d'aller hors map (avec peut être un easter egg ???) - Réparation des noms de régions avec le mode twitch et ajout de nombreux noms de régions de la communauté - Buff de la mutation solide (plus qu'un jour de maturation en plus) - Quelques coquilles dans les textes (il doit en rester) - Ajout de la mention de la région choisie dans le dashboard du cockpit - Distributeurs plus clairs (surtout la notion de choix d'artefact)
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@@ -32,7 +32,7 @@ func get_region_sequence_length(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 0.6
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return 0.8
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func is_run_point_dangerous(_level : int, _difficulty_setting : int) -> bool:
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return false
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@@ -47,7 +47,7 @@ func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
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return 0.
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func get_ship_dialog_path(level : int, difficulty_setting : int ,ship_in_space := true) -> String:
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if ship_in_space and level + 1 == get_cave_occurence(level, difficulty_setting):
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if ship_in_space and level == get_cave_occurence(level, difficulty_setting):
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return CAVE_DIALOG_PATH
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if ship_in_space and is_run_finished(level + 1, difficulty_setting):
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return MERCURY_ARRIVAL_DIALOG_PATH
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@@ -36,7 +36,7 @@ func get_region_sequence_length(_difficulty_setting : int) -> int:
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return 6
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func get_objective_multiplier() -> float:
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return 0.8
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return 1
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func get_ship_dialog_path(level : int, difficulty_setting : int, ship_in_space := true) -> String:
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if level == 0:
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@@ -25,6 +25,9 @@ func get_destination_text() -> String:
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func get_destination_scene() -> Scene:
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return BoreaScene.new()
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func get_objective_multiplier() -> float:
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return 1.2
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func get_player_max_energy(difficulty_setting := 1) -> int:
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if difficulty_setting == 0:
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return 4 + COSY_ENERGY_ADDITION
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@@ -34,7 +34,7 @@ func get_player_max_inventory(_difficulty_setting) -> int:
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return 4
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func get_objective_multiplier() -> float:
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return 1.2
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return 1.4
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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@@ -35,7 +35,7 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 1.4
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return 1.6
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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@@ -35,7 +35,7 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 1.6
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return 1.8
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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