Dev 0.2.0

* Equilibrage de la difficulté (suite)
* Correction du timing des dialogues de Demeter
* Dev de la base astra (avec les logs)
* Fix de bug de duplication d'objets
* Fix de la mutation ancien
* Ajout d'une mention de la propagation des mutations dans le tuto
This commit is contained in:
2026-07-25 20:09:54 +02:00
parent 3ff6d68371
commit ffe6f50ba6
64 changed files with 633 additions and 126 deletions
@@ -32,7 +32,7 @@ func get_region_sequence_length(_difficulty_setting : int) -> int:
return 5
func get_objective_multiplier() -> float:
return 0.8
return 0.6
func is_run_point_dangerous(_level : int, _difficulty_setting : int) -> bool:
return false
@@ -47,7 +47,7 @@ func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
return 0.
func get_ship_dialog_path(level : int, difficulty_setting : int ,ship_in_space := true) -> String:
if ship_in_space and level == get_cave_occurence(level, difficulty_setting):
if ship_in_space and level + 1 == get_cave_occurence(level, difficulty_setting):
return CAVE_DIALOG_PATH
if ship_in_space and is_run_finished(level + 1, difficulty_setting):
return MERCURY_ARRIVAL_DIALOG_PATH
@@ -36,12 +36,12 @@ func get_region_sequence_length(_difficulty_setting : int) -> int:
return 6
func get_objective_multiplier() -> float:
return 1
return 0.8
func get_ship_dialog_path(level : int, difficulty_setting : int, ship_in_space := true) -> String:
if level == 0:
return MERCURY_DEPARTURE_DIALOG_PATH
if level == 2:
if level == 1 and ship_in_space:
return VENDING_MACHINE_DIALOG_PATH
if ship_in_space and is_run_finished(level + 1, difficulty_setting):
return VENUS_ARRIVAL_DIALOG_PATH
@@ -26,7 +26,7 @@ func get_destination_scene() -> Scene:
return BoreaScene.new()
func get_objective_multiplier() -> float:
return 1.2
return 1.
func get_player_max_energy(difficulty_setting := 1) -> int:
if difficulty_setting == 0:
@@ -34,7 +34,7 @@ func get_player_max_inventory(_difficulty_setting) -> int:
return 4
func get_objective_multiplier() -> float:
return 1.4
return 1.2
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
@@ -35,7 +35,7 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
return 5
func get_objective_multiplier() -> float:
return 1.6
return 1.4
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
@@ -35,7 +35,7 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
return 5
func get_objective_multiplier() -> float:
return 1.8
return 1.6
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
@@ -22,6 +22,9 @@ func get_logs() -> Array[Log]:
func get_destination_text() -> String:
return tr("ESTIA_BASE")
func get_region_sequence_length(_difficulty_setting : int) -> int:
return 10
func get_destination_scene() -> Scene:
return AstraScene.new(
false