From 4d2b177f7b16f3c1a20fdb5b30b0b341de2ccee3 Mon Sep 17 00:00:00 2001 From: Scott Date: Thu, 2 Jul 2026 22:48:24 +0100 Subject: [PATCH] Tune the Snippest down to a 2x lobster - 5x had too much reach and launched players skyward --- level/scripts/boss_lobster.gd | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/level/scripts/boss_lobster.gd b/level/scripts/boss_lobster.gd index cebeb0f..8501d85 100644 --- a/level/scripts/boss_lobster.gd +++ b/level/scripts/boss_lobster.gd @@ -1,20 +1,19 @@ extends BasicEnemy class_name BossLobster -## The Snippest itself: a lobster five times the size with five times the stats. +## The Snippest itself: the basic lobster, scaled up in size and stats. ## Spawned by the EnemySpawner on boss milestone waves. -const BOSS_MULTIPLIER := 5.0 +const BOSS_MULTIPLIER := 2.0 func _ready(): - # 5x combat stats - applied BEFORE super._ready() so the hitbox + # Scaled combat stats - applied BEFORE super._ready() so the hitbox # picks them up via set_stats(attack_damage, attack_knockback) max_health *= BOSS_MULTIPLIER attack_damage *= BOSS_MULTIPLIER attack_knockback *= BOSS_MULTIPLIER - attack_range *= BOSS_MULTIPLIER # A 5x lobster has 5x reach + attack_range *= BOSS_MULTIPLIER # A bigger lobster has longer reach - # Deliberately NOT 5x: movement (17.5 speed would be inescapable). - # Big things lumber. Tune here if the boss should be faster. + # Movement deliberately stays near normal - big things lumber move_speed *= 1.2 # Boss rewards: jackpot gold, guaranteed health orb @@ -25,7 +24,7 @@ func _ready(): _apply_boss_scale() -## Uniformly scale the visual and collision children 5x around the root. +## Uniformly scale the visual and collision children around the root. ## Child-node scaling (not root CharacterBody3D scale, not shared shape ## resources) keeps physics sane and other lobsters unaffected. func _apply_boss_scale():