undefined experiment
tech: toggling harpoon - after picking up a power up with the harpoon, your next harpoon is 7x more dense this probably needs to be balanced in the next patch tech: regularization - use 6 research to increase renormalization by 10% (renormalization is 40% chance to get research when you use research) tech: bot fabrication uses 2 research to build a bot (+1 cost every 5 bots) tech: uncertainty principle now applies to wave beam in addition to foam tech: integrated armament gives 19.95% damage (was 23%) level: labs - platforming rooms have been simplified start with 7/7 undefined tech if you choose an -experiment- and no other tech
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@@ -319,22 +319,25 @@ const powerUps = {
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}
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}
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if (tech.isRerollBots) {
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for (const cost = 4; powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
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for (const cost = 2 + Math.floor(0.2 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
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b.randomBot()
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if (tech.renormalization) {
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for (let i = 0; i < cost; i++) {
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if (Math.random() < 0.4) {
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if (Math.random() < tech.regularization) {
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m.fieldCDcycle = m.cycle + 20;
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powerUps.spawn(m.pos.x, m.pos.y, "research");
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}
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}
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}
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}
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].name === "bot fabrication") tech.tech[i].description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
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}
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}
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if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
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document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
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}
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if (tech.renormalization && Math.random() < 0.4 && amount < 0) {
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if (tech.renormalization && Math.random() < tech.regularization && amount < 0) {
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for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
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}
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if (tech.isRerollHaste) {
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