diff --git a/js/bullet.js b/js/bullet.js
index 7633432..ebe2c71 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -852,7 +852,7 @@ const b = {
if (mod.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && who.alive) {
setTimeout(function() {
if (!who.alive) {
- mech.energy += mod.iceEnergy * 0.5 * mech.maxEnergy
+ mech.energy += mod.iceEnergy
mech.addHealth(mod.iceEnergy * 0.04)
}
}, 10);
@@ -1255,7 +1255,7 @@ const b = {
if (isKeep) mod.boomBotCount++;
}
},
- nailBot(position = mech.pos) {
+ nailBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (12 + 4 * Math.random())
@@ -1286,7 +1286,7 @@ const b = {
onEnd() {},
do() {
if (this.lastLookCycle < game.cycle && !mech.isCloak) {
- this.lastLookCycle = game.cycle + 80 - this.isUpgraded * 65
+ this.lastLookCycle = game.cycle + (this.isUpgraded ? 15 : 80)
let target
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
@@ -1310,7 +1310,7 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
- foamBot(position = mech.pos) {
+ foamBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (10 + 5 * Math.random())
@@ -1366,7 +1366,7 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
- laserBot(position = mech.pos) {
+ laserBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (14 + 6 * Math.random())
@@ -1443,7 +1443,7 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
- boomBot(position = mech.pos) {
+ boomBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (7 + 2 * Math.random())
@@ -1521,7 +1521,7 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
- plasmaBot(position = mech.pos) {
+ plasmaBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = 21
@@ -2135,8 +2135,8 @@ const b = {
name: "flechettes",
description: "fire a volley of uranium-235 needles
does radioactive damage over 3 seconds",
ammo: 0,
- ammoPack: 55,
- defaultAmmoPack: 55,
+ ammoPack: 65,
+ defaultAmmoPack: 65,
have: false,
count: 0, //used to track how many shots are in a volley before a big CD
lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
@@ -2163,9 +2163,9 @@ const b = {
this.immuneList.push(who.id)
who.foundPlayer();
if (mod.isFastDot) {
- mobs.statusDoT(who, 4, 30)
+ mobs.statusDoT(who, 3.78, 30)
} else {
- mobs.statusDoT(who, 0.66, mod.isSlowDot ? 360 : 180)
+ mobs.statusDoT(who, 0.63, mod.isSlowDot ? 360 : 180)
}
game.drawList.push({ //add dmg to draw queue
x: this.position.x,
@@ -2222,10 +2222,10 @@ const b = {
makeFlechette(mech.angle - 0.02 - 0.005 * Math.random())
}
- const CD = (mech.crouch) ? 60 : 30
+ const CD = (mech.crouch) ? 50 : 20
if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
this.lastFireCycle = mech.cycle
- if (this.count > ((mech.crouch) ? 7 : 1)) {
+ if (this.count > ((mech.crouch) ? 8 : 1)) {
this.count = 0
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
const who = bullet[bullet.length - 1]
diff --git a/js/level.js b/js/level.js
index 169cef8..48cf96a 100644
--- a/js/level.js
+++ b/js/level.js
@@ -13,7 +13,7 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// game.enableConstructMode() //used to build maps in testing mode
- // level.difficultyIncrease(9)
+ // level.difficultyIncrease(99)
// game.zoomScale = 1000;
// game.setZoom();
// mech.setField("wormhole")
@@ -2300,7 +2300,7 @@ const level = {
//chance to spawn a ring of exploding mobs around this boss
if (game.difficulty > 6) spawn.nodeBoss(2850, -80, "spawns", 8, 20, 105);
} else {
- spawn.randomLevelBoss(2200, -650)
+ spawn.randomLevelBoss(2200, -450)
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
diff --git a/js/mob.js b/js/mob.js
index 36cfa67..33c5d8d 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -1043,14 +1043,16 @@ const mobs = {
for (let i = 0; i < len; i++) {
b.spore(this.position)
}
+ } else if (mod.isExplodeMob) {
+ b.explosion(this.position, Math.min(600, Math.sqrt(this.mass + 2.75) * 55))
+ } else if (mod.nailsDeathMob) {
+ b.targetedNail(this.position, mod.nailsDeathMob, 39 + 6 * Math.random())
}
if (Math.random() < mod.isBotSpawner) {
b.randomBot(this.position, false)
bullet[bullet.length - 1].endCycle = game.cycle + 1000 + Math.floor(400 * Math.random())
this.leaveBody = false; // no body since it turned into the bot
}
- if (mod.isExplodeMob) b.explosion(this.position, Math.min(550, Math.sqrt(this.mass + 2.5) * 50))
- if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob, 40 + 7 * Math.random())
} else if (mod.isShieldAmmo && this.shield) {
let type = mod.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
diff --git a/js/mods.js b/js/mods.js
index 8bdb434..d5a8957 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -82,7 +82,9 @@ const mod = {
},
damageFromMods() {
let dmg = mech.fieldDamage
- // if (mod.aimDamage>1)
+ // if (mod.aimDamage>1)
+ if (mod.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - mech.energy) * 0.5
+ if (mod.isMaxEnergyMod) dmg *= 1.4
if (mod.isEnergyNoAmmo) dmg *= 1.5
if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
if (mod.isLowHealthDmg) dmg *= 1 + 0.6 * Math.max(0, 1 - mech.health)
@@ -100,7 +102,7 @@ const mod = {
return dmg * mod.slowFire * mod.aimDamage
},
duplicationChance() {
- return (mod.isBayesian ? 0.16 : 0) + mod.cancelCount * 0.04 + mod.duplicateChance + mech.duplicateChance
+ return (mod.isBayesian ? 0.2 : 0) + mod.cancelCount * 0.04 + mod.duplicateChance + mech.duplicateChance
},
totalBots() {
return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount + mod.boomBotCount + mod.plasmaBotCount + mod.orbitBotCount
@@ -122,7 +124,7 @@ const mod = {
}
}, {
name: "capacitor",
- description: "increase damage by 1%
for every 7% stored energy",
+ description: "increase damage by 1%
for every 7 stored energy",
maxCount: 1,
count: 0,
allowed() {
@@ -153,7 +155,7 @@ const mod = {
}
},
{
- name: "acute stress response",
+ name: "exothermic process",
description: "increase damage by 50%
if a mob dies drain stored energy by 25%",
maxCount: 1,
count: 0,
@@ -168,6 +170,40 @@ const mod = {
mod.isEnergyLoss = false;
}
},
+ {
+ name: "heat engine",
+ description: `increase damage by 40%, but
reduce maximum energy by 50`,
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mod.isEnergyLoss && mech.maxEnergy === 1 && !mod.isMissileField && !mod.isSporeField && !mod.isTimeAvoidDeath
+ },
+ requires: "heat engine, not max energy increase, CPT, missile or spore nano-scale",
+ effect() {
+ mod.isMaxEnergyMod = true;
+ mech.setMaxEnergy()
+ },
+ remove() {
+ mod.isMaxEnergyMod = false;
+ mech.setMaxEnergy()
+ }
+ },
+ {
+ name: "Gibbs free energy",
+ description: `increase damage by 5%
for every 10 energy below 100`,
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mod.isEnergyLoss && mech.maxEnergy < 1.1
+ },
+ requires: "heat engine",
+ effect() {
+ mod.isLowEnergyDamage = true;
+ },
+ remove() {
+ mod.isLowEnergyDamage = false;
+ }
+ },
{
name: "rest frame",
description: "increase damage by 25%
when not moving",
@@ -202,13 +238,13 @@ const mod = {
},
{
name: "fluoroantimonic acid",
- description: "increase damage by 40%
when your health is above 100%",
+ description: "increase damage by 40%
when your health is above 100",
maxCount: 1,
count: 0,
allowed() {
return mech.maxHealth > 1;
},
- requires: "health above 100%",
+ requires: "health above 100",
effect() {
mod.isAcidDmg = true;
},
@@ -218,13 +254,13 @@ const mod = {
},
{
name: "negative feedback",
- description: "increase damage by 6%
for every 10% missing base health",
+ description: "increase damage by 6%
for every 10 missing base health",
maxCount: 1,
count: 0,
allowed() {
return mech.health < 0.6 || build.isCustomSelection
},
- requires: "health below 60%",
+ requires: "health below 60",
effect() {
mod.isLowHealthDmg = true; //used in mob.damage()
},
@@ -283,7 +319,7 @@ const mod = {
},
{
name: "Ψ(t) collapse",
- description: "66% decreased delay after firing
if you have no rerolls",
+ description: "66% decreased delay after firing
when you have no rerolls",
maxCount: 1,
count: 0,
allowed() {
@@ -341,9 +377,9 @@ const mod = {
maxCount: 3,
count: 0,
allowed() {
- return true
+ return mod.nailsDeathMob || mod.sporesOnDeath || mod.isExplodeMob
},
- requires: "",
+ requires: "zoospore vector or impact shear or thermal runaway",
effect: () => {
mod.mobSpawnWithHealth *= 0.88
@@ -362,9 +398,9 @@ const mod = {
maxCount: 9,
count: 0,
allowed() {
- return true
+ return !mod.nailsDeathMob && !mod.isExplodeMob
},
- requires: "",
+ requires: "not impact shear or thermal runaway",
effect() {
mod.sporesOnDeath += 0.09;
for (let i = 0; i < 8; i++) {
@@ -381,9 +417,9 @@ const mod = {
maxCount: 9,
count: 0,
allowed() {
- return true
+ return !mod.sporesOnDeath && !mod.isExplodeMob
},
- requires: "",
+ requires: "not zoospore vector or thermal runaway",
effect: () => {
mod.nailsDeathMob++
},
@@ -397,9 +433,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return true
+ return (mod.haveGunCheck("missiles") || mod.isIncendiary || (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode) && !mod.sporesOnDeath && !mod.nailsDeathMob
},
- requires: "",
+ requires: "an explosive damage source, not zoospore vector or impact shear",
effect: () => {
mod.isExplodeMob = true;
},
@@ -490,13 +526,13 @@ const mod = {
},
{
name: "bot fabrication",
- description: "anytime you collect 4 rerolls
use them to build a random bot",
+ description: "anytime you collect 5 rerolls
use them to build a random bot",
maxCount: 1,
count: 0,
allowed() {
- return powerUps.reroll.rerolls > 3 || build.isCustomSelection
+ return powerUps.reroll.rerolls > 5 || build.isCustomSelection
},
- requires: "at least 4 rerolls",
+ requires: "at least 6 rerolls",
effect() {
mod.isRerollBots = true;
powerUps.reroll.changeRerolls(0)
@@ -524,7 +560,7 @@ const mod = {
},
{
name: "nail-bot upgrade",
- description: "300% increased fire rate
applies to all current and future nail-bots",
+ description: "500% increased fire rate
applies to all current and future nail-bots",
maxCount: 1,
count: 0,
allowed() {
@@ -731,7 +767,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.totalBots() > 6 && !mod.isEnergyHealth
+ return mod.totalBots() > 6
},
requires: "6 or more bots",
effect() {
@@ -808,11 +844,12 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return true
+ return mod.duplicationChance() > 0
},
- requires: "",
+ requires: "some power up duplication",
effect() {
mod.isMineDrop = true;
+ if (mod.isMineDrop) b.mine(mech.pos, { x: 0, y: 0 }, 0, mod.isMineAmmoBack)
},
remove() {
mod.isMineDrop = false;
@@ -1002,13 +1039,13 @@ const mod = {
},
{
name: "CPT reversal",
- description: "rewind 2-4 seconds to avoid harm
drains a minimum of 100% energy",
+ description: "rewind 1.5 - 5 seconds to avoid harm
drains 66 - 220 energy",
maxCount: 1,
count: 0,
allowed() {
- return (mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" || mech.maxEnergy > 1) && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth && !mod.isEnergyLoss && !mod.isPiezo
+ return mech.maxEnergy > 0.99 && (mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" || mech.maxEnergy > 1) && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth && !mod.isEnergyLoss && !mod.isPiezo
},
- requires: "not nano-scale manufacturing, mass-energy equivalence, standing wave harmonics, acute stress response, piezoelectricity",
+ requires: "not nano-scale, mass-energy, standing wave, acute stress, piezoelectricity",
effect() {
mod.isTimeAvoidDeath = true;
},
@@ -1018,7 +1055,7 @@ const mod = {
},
{
name: "piezoelectricity",
- description: "colliding with mobs overfills energy by 200%
reduce harm by 15%",
+ description: "colliding with mobs overfills energy by 200
reduce harm by 15%",
maxCount: 1,
count: 0,
allowed() {
@@ -1039,9 +1076,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.isPiezo && mod.energyRegen > 0.001
+ return mod.isPiezo && mod.energyRegen !== 0.004
},
- requires: "piezoelectricity",
+ requires: "piezoelectricity, not time crystals",
effect: () => {
mod.energyRegen = 0;
mech.fieldRegen = mod.energyRegen;
@@ -1057,7 +1094,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return !mod.isPiezo && !mod.isTimeAvoidDeath && !mod.isSpeedHarm && mech.fieldUpgrades[mech.fieldMode].name !== "negative mass field"
+ return !mod.isEnergyLoss && !mod.isPiezo && !mod.isTimeAvoidDeath && !mod.isSpeedHarm && mech.fieldUpgrades[mech.fieldMode].name !== "negative mass field"
},
requires: "not piezoelectricity, acute stress response, 1st law, negative mass field",
effect: () => {
@@ -1081,7 +1118,7 @@ const mod = {
},
{
name: "1st ionization energy",
- description: "each heal power up you collect
increases your maximum energy by 4%",
+ description: "each heal power up you collect
increases your maximum energy by 4",
maxCount: 1,
count: 0,
allowed() {
@@ -1106,13 +1143,13 @@ const mod = {
},
{
name: "overcharge",
- description: "increase your maximum energy by 50%",
+ description: "increase your maximum energy by 50",
maxCount: 9,
count: 0,
allowed() {
- return true
+ return mech.maxEnergy > 0.99
},
- requires: "",
+ requires: "max energy >= 1",
effect() {
// mech.maxEnergy += 0.5
// mech.energy += 0.5
@@ -1130,9 +1167,9 @@ const mod = {
maxCount: 9,
count: 0,
allowed() {
- return true
+ return mod.damageFromMods() > 1
},
- requires: "",
+ requires: "some increased damage",
effect() {
mod.energySiphon += 0.07;
},
@@ -1146,9 +1183,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return true
+ return mech.maxEnergy > 0.99
},
- requires: "",
+ requires: "max energy >= 1",
effect() {
mod.isEnergyRecovery = true;
},
@@ -1158,7 +1195,7 @@ const mod = {
},
{
name: "scrap recycling",
- description: "if a mob has died in the last 5 seconds
heal 1% of max health every second",
+ description: "if a mob has died in the last 5 seconds
regain 1% of max health every second",
maxCount: 1,
count: 0,
allowed() {
@@ -1178,9 +1215,9 @@ const mod = {
maxCount: 9,
count: 0,
allowed() {
- return !mod.isEnergyHealth
+ return !mod.isEnergyHealth && mod.damageFromMods() > 1
},
- requires: "not mass-energy equivalence",
+ requires: "some increased damage, not mass-energy equivalence",
effect() {
mod.healthDrain += 0.01;
},
@@ -1190,7 +1227,7 @@ const mod = {
},
{
name: "supersaturation",
- description: "increase your maximum health by 50%",
+ description: "increase your maximum health by 50",
maxCount: 9,
count: 0,
allowed() {
@@ -1210,7 +1247,7 @@ const mod = {
},
{
name: "crystallized armor",
- description: "increase maximum health by 5% for each
unused power up at the end of a level",
+ description: "increase maximum health by 5 for each
unused power up at the end of a level",
maxCount: 1,
count: 0,
allowed() {
@@ -1228,7 +1265,7 @@ const mod = {
},
{
name: "negentropy",
- description: `at the start of each level
spawn a heal for every 50% missing health`,
+ description: `at the start of each level
spawn a heal for every 50 missing health`,
maxCount: 1,
count: 0,
allowed() {
@@ -1302,7 +1339,7 @@ const mod = {
},
{
name: "Bayesian statistics",
- description: "16% chance to duplicate spawned power ups
after a collision, eject one of your mods",
+ description: "20% chance to duplicate spawned power ups
after a collision, eject one of your mods",
maxCount: 1,
count: 0,
allowed() {
@@ -1342,9 +1379,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return !mod.isDeterminism
+ return mod.duplicationChance() > 0 && !mod.isDeterminism
},
- requires: "not determinism",
+ requires: "a chance to duplicate power ups, not determinism",
effect() {
mod.isCancelDuplication = true
mod.cancelCount = 0
@@ -1380,7 +1417,7 @@ const mod = {
isNonRefundable: true,
isCustomHide: true,
allowed() {
- return (mod.totalCount > 0) && !mod.isSuperDeterminism && mod.duplicationChance() > 0
+ return (mod.totalCount > 3) && !mod.isSuperDeterminism
},
requires: "at least 1 mod, a chance to duplicate power ups",
effect: () => {
@@ -1410,7 +1447,7 @@ const mod = {
isNonRefundable: true,
isCustomHide: true,
allowed() {
- return (mod.totalCount > 0) && !mod.isSuperDeterminism && mod.duplicationChance() > 0
+ return (mod.totalCount > 3) && !mod.isSuperDeterminism && mod.duplicationChance() > 0
},
requires: "at least 1 mod, a chance to duplicate power ups",
effect: () => {
@@ -1433,18 +1470,19 @@ const mod = {
},
{
name: "exchange symmetry",
- description: `spawn 1 mod
with double your normal chance for power up duplication`,
+ description: `use a reroll to spawn 1 mod
with double your duplication chance`,
maxCount: 1,
count: 0,
isNonRefundable: true,
isCustomHide: true,
allowed() {
- return !mod.isSuperDeterminism && mod.duplicationChance() > 0
+ return !mod.isSuperDeterminism && mod.duplicationChance() > 0 && powerUps.reroll.rerolls > 1
},
- requires: "at least 1 mod, a chance to duplicate power ups",
+ requires: "at least 1 mod and 1 reroll, a chance to duplicate power ups",
effect: () => {
+ powerUps.reroll.changeRerolls(-1)
const chanceStore = mod.duplicateChance
- mod.duplicateChance = (mod.isBayesian ? 0.16 : 0) + mod.cancelCount * 0.04 + mech.duplicateChance + mod.duplicateChance * 2 //increase duplication chance to simulate doubling all 3 sources of duplication chance
+ mod.duplicateChance = (mod.isBayesian ? 0.2 : 0) + mod.cancelCount * 0.04 + mech.duplicateChance + mod.duplicateChance * 2 //increase duplication chance to simulate doubling all 3 sources of duplication chance
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
mod.duplicateChance = chanceStore
},
@@ -1612,7 +1650,7 @@ const mod = {
},
{
name: "determinism",
- description: "spawn 4 mods
mods, fields, and guns have only 1 choice",
+ description: "spawn 5 mods
mods, fields, and guns have only 1 choice",
maxCount: 1,
count: 0,
isNonRefundable: true,
@@ -1622,7 +1660,7 @@ const mod = {
requires: "not cardinality, not futures or commodities exchanges",
effect: () => {
mod.isDeterminism = true;
- for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
+ for (let i = 0; i < 5; i++) { //if you change the six also change it in Born rule
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
},
@@ -1632,7 +1670,7 @@ const mod = {
},
{
name: "superdeterminism",
- description: "spawn 6 mods
rerolls, guns, and fields no longer spawn",
+ description: "spawn 7 mods
rerolls, guns, and fields no longer spawn",
maxCount: 1,
count: 0,
isNonRefundable: true,
@@ -1642,7 +1680,7 @@ const mod = {
requires: "determinism",
effect: () => {
mod.isSuperDeterminism = true;
- for (let i = 0; i < 6; i++) { //if you change the six also change it in Born rule
+ for (let i = 0; i < 7; i++) { //if you change the six also change it in Born rule
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
},
@@ -1790,7 +1828,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return !mod.isPerpetualReroll && !mod.isPerpetualHeal && !mod.isPerpetualReroll && !mod.isPerpetualStun
+ return !mod.isPerpetualReroll && !mod.isPerpetualHeal && !mod.isPerpetualReroll && !mod.isPerpetualStun && !mod.isEnergyNoAmmo
},
requires: "only 1 perpetual effect, not exciton lattice",
effect() {
@@ -2425,7 +2463,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.haveGunCheck("mine") && !mod.isMineAmmoBack
+ return (mod.haveGunCheck("mine") && !mod.isMineAmmoBack) || mod.isMineDrop
},
requires: "mine, not mine reclamation",
effect() {
@@ -2441,7 +2479,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
+ return mod.isMineDrop + mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
},
requires: "nails",
effect() {
@@ -2457,7 +2495,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
+ return mod.isMineDrop + mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
},
requires: "nails",
effect() {
@@ -2534,7 +2572,7 @@ const mod = {
},
{
name: "mutualism",
- description: "increase spore damage by 100%
spores borrow 1% health until they die",
+ description: "increase spore damage by 100%
spores borrow 1 health until they die",
maxCount: 1,
count: 0,
allowed() {
@@ -2614,7 +2652,7 @@ const mod = {
},
{
name: "thermoelectric effect",
- description: "killing mobs with ice IX gives 4% health
and overloads energy by 50% of your max",
+ description: "killing mobs with ice IX gives 4 health
and overloads energy by 100",
maxCount: 9,
count: 0,
allowed() {
@@ -3181,7 +3219,7 @@ const mod = {
requires: "nano-scale manufacturing",
effect: () => {
mod.isMassEnergy = true // used in mech.grabPowerUp
- if (mech.energy < mech.maxEnergy * 2.5) mech.energy = mech.maxEnergy * 2.5
+ mech.energy += mech.maxEnergy * 2.5
},
remove() {
mod.isMassEnergy = false;
@@ -3193,7 +3231,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isMissileField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
+ return mech.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isMissileField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
},
requires: "nano-scale manufacturing",
effect() {
@@ -3209,7 +3247,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
+ return mech.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
},
requires: "nano-scale manufacturing",
effect() {
@@ -3319,7 +3357,7 @@ const mod = {
},
{
name: "Penrose process",
- description: "after a block falls into a wormhole
your energy overfills by 50%",
+ description: "after a block falls into a wormhole
your energy overfills by 50",
maxCount: 1,
count: 0,
allowed() {
@@ -3632,4 +3670,6 @@ const mod = {
isCancelRerolls: null,
isBotDamage: null,
isBanish: null,
+ isMaxEnergyMod: null,
+ isLowEnergyDamage: null
}
\ No newline at end of file
diff --git a/js/player.js b/js/player.js
index 7adb37c..2a5cc64 100644
--- a/js/player.js
+++ b/js/player.js
@@ -492,8 +492,8 @@ const mech = {
return dmg
},
damage(dmg) {
- if (mod.isTimeAvoidDeath && mech.energy > 0.97) {
- const steps = Math.floor(Math.min(240, 120 * mech.energy)) //go back 2 seconds at 100% energy
+ if (mod.isTimeAvoidDeath && mech.energy > 0.66) {
+ const steps = Math.floor(Math.min(299, 137 * mech.energy)) //go back 2 seconds at 100% energy
let history = mech.history[(mech.cycle - steps) % 300]
Matter.Body.setPosition(player, history.position);
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
@@ -511,8 +511,8 @@ const mech = {
}
}
- mech.energy = Math.max(mech.energy - steps, 0.01)
- mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
+ mech.energy = Math.max(mech.energy - steps / 136, 0.01)
+ mech.immuneCycle = mech.cycle + 30; //player is immune to collision damage for 30 cycles
let isDrawPlayer = true
const shortPause = function() {
@@ -541,7 +541,7 @@ const mech = {
};
if (mech.defaultFPSCycle < mech.cycle) requestAnimationFrame(shortPause);
- game.fpsCap = 4 //1 is shortest pause, 4 is standard
+ game.fpsCap = 3 //1 is shortest pause, 4 is standard
game.fpsInterval = 1000 / game.fpsCap;
mech.defaultFPSCycle = mech.cycle
return
@@ -838,7 +838,7 @@ const mech = {
}
},
setMaxEnergy() {
- mech.maxEnergy = 1 + mod.bonusEnergy + mod.healMaxEnergyBonus
+ mech.maxEnergy = (mod.isMaxEnergyMod ? 0.5 : 1) + mod.bonusEnergy + mod.healMaxEnergyBonus
},
fieldMeterColor: "#0cf",
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
@@ -2253,7 +2253,7 @@ const mech = {
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
- ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, mech.energy * 2 * Math.PI);
+ ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, 2 * Math.PI * mech.energy / mech.maxEnergy);
ctx.strokeStyle = "#000";
ctx.lineWidth = 4;
ctx.stroke();
@@ -2367,12 +2367,12 @@ const mech = {
mech.fieldRange *= 0.8
if (mod.isWormholeEnergy) mech.energy += 0.5
if (mod.isWormSpores) { //pandimensionalspermia
- for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {
- b.spore(Vector.add(mech.hole.pos1, Vector.rotate({
- x: mech.fieldRange,
+ for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
+ b.spore(Vector.add(mech.hole.pos2, Vector.rotate({
+ x: mech.fieldRange * 0.4,
y: 0
}, 2 * Math.PI * Math.random())))
- Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(mech.hole.unit, Math.PI / 2), 15));
+ Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(mech.hole.unit, Math.PI / 2), -15));
}
}
break
@@ -2393,9 +2393,9 @@ const mech = {
// if (mod.isWormholeEnergy && mech.energy < mech.maxEnergy * 2) mech.energy = mech.maxEnergy * 2
if (mod.isWormholeEnergy) mech.energy += 0.5
if (mod.isWormSpores) { //pandimensionalspermia
- for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {
+ for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
b.spore(Vector.add(mech.hole.pos1, Vector.rotate({
- x: mech.fieldRange,
+ x: mech.fieldRange * 0.4,
y: 0
}, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(mech.hole.unit, Math.PI / 2), 15));
diff --git a/js/powerup.js b/js/powerup.js
index c813586..21317de 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -54,14 +54,7 @@ const powerUps = {
powerUps.mod.banishLog.push(powerUps.mod.choiceLog[powerUps.mod.choiceLog.length - 1 - i])
}
}
- if (powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length < 1) { //check for out of mods to banish
- for (let i = 0, len = mod.mods.length; i < len; i++) {
- if (mod.mods[i].name === "erase") powerUps.ejectMod(i)
- }
- game.makeTextLog(`No mods left
erased mods have been recovered`, 300)
- } else {
- game.makeTextLog(`about ${powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length} estimated mods left`, 300)
- }
+ game.makeTextLog(`about ${Math.max(0,powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length)} estimated mods left`, 300)
}
}
if (mod.manyWorlds && powerUps.reroll.rerolls < 1) {
@@ -93,7 +86,7 @@ const powerUps = {
if (powerUps.reroll.rerolls < 0) powerUps.reroll.rerolls = 0
if (mod.isRerollBots) {
- const limit = 4
+ const limit = 5
for (; powerUps.reroll.rerolls > limit - 1; powerUps.reroll.rerolls -= limit) {
b.randomBot()
if (mod.renormalization) {
@@ -153,17 +146,7 @@ const powerUps = {
powerUps.mod.banishLog.push(powerUps.mod.choiceLog[powerUps.mod.choiceLog.length - 1 - i])
}
}
- if (powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length < 1) {
- for (let i = 0, len = mod.mods.length; i < len; i++) {
- if (mod.mods[i].name === "erase") {
- powerUps.ejectMod(i)
- }
- }
- game.makeTextLog(`No mods left
erased mods have been recovered`, 300)
-
- } else {
- game.makeTextLog(`about ${powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length} estimated mods left`, 300)
- }
+ game.makeTextLog(`about ${Math.max(0,powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length)} estimated mods left`, 300)
}
powerUps[type].effect();
},
@@ -312,8 +295,7 @@ const powerUps = {
}
}
}
- } else {
- //remove repeats from last selection
+ } else { //remove repeats from last selection
const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
if (powerUps.mod.choiceLog.length > totalChoices || powerUps.mod.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
@@ -365,7 +347,16 @@ const powerUps = {
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
} else {
- powerUps.giveRandomAmmo()
+ if (mod.isBanish) {
+ for (let i = 0, len = mod.mods.length; i < len; i++) {
+ if (mod.mods[i].name === "erase") powerUps.ejectMod(i)
+ }
+ game.makeTextLog(`No mods left
erased mods have been recovered`, 300)
+ powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
+ powerUps.endDraft("mod");
+ } else {
+ powerUps.giveRandomAmmo()
+ }
}
}
}
diff --git a/js/spawn.js b/js/spawn.js
index f443321..b3b0faa 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -94,7 +94,7 @@ const spawn = {
me.frictionAir = 0.01;
me.memory = Infinity;
me.locatePlayer();
- const density = 0.9
+ const density = 0.85
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
me.onDeath = function() {
@@ -179,15 +179,17 @@ const spawn = {
if (this.mode !== 3) Matter.Body.setAngularVelocity(this, 0.1)
//fire a bullet from each vertex
let whoSpawn = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
- for (let i = 0, len = this.vertices.length; i < len; i++) {
+
+ const step = (this.health > 0.75) ? 2 : 1
+ for (let i = 0, len = this.vertices.length; i < len; i += step) {
spawn[whoSpawn](this.vertices[i].x, this.vertices[i].y);
- //give the bullet a rotational velocity as if they were attached to a vertex
- const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -18)
+ const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -18) //give the mob a rotational velocity as if they were attached to a vertex
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
+
if (game.difficulty > 60) {
spawn.randomLevelBoss(3000, -1100)
if (game.difficulty > 100) {
diff --git a/todo.txt b/todo.txt
index 859b169..7ee8521 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,5 +1,13 @@
*********** NEXT PATCH ***********
+added more requirements to various mods
+
+CPT reversal is more flexible with energy
+ 1.5-5 seconds of rewind drains 66% - 220% energy
+
+mod: exothermic process - renamed acute stress response
+mod: heat engine - reduce max energy by 50 increase damage by 40%
+mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
************** BUGS **************
@@ -25,21 +33,33 @@
************** TODO **************
-extend erase to cancel
+mod that gives a bonus for low energy
+ damage again or something different
+ requires heat engine
+
+CPT like mods
+ delayed rewind: after taking damage, play for 2 seconds, then rewind to just before you took damage
+ and return lost health
+ this might need code to run in a field to work
+ time dilation field?
+ gain a scrap bot after rewinding
+ use ammo to rewind instead of energy
+ explode the area where you were hit before rewinding
+
+spawn a few power ups on the final boss level
mod pilot wave: mini black hole - pull mobs and blocks in with more force
also from farther away
also do damage?
mod pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
maybe they bounce too?
-
-make the custom mode not disable mods that don't meet requirements after choosing a new mod
+ maybe they explode?
bullet mechanic - a bullet that swims through the air
rotate the velocity vector towards the normalized facing vector
use the cross product > 0 to determine which direction to rotate the velocity
-lower recoil on nail shot gun
+lower recoil on nail shot gun?
in custom make a top bar that is fixed
use media rules to make the layout look nice
@@ -86,17 +106,6 @@ new power up - increase damage and fire speed, for 15 seconds
how to indicate effect duration
or just give the effect after picking up a reroll
-add an ending to the game
- maybe the game ending should ask you to open the console and type in some commands like in the end of doki doki
- mirror ending (if no cheats)
- level after final boss battle is the intro level, but flipped left right, with a fake player
- damage the fake player to end the game
- message about go outside
- no ending (if cheats)
- game goes on forever
- also game goes on if player attacks, the fake player
- game never ends if you have used cheats
-
Mod: "Solar Power": Energy regeneration is doubled while standing still
run in the 1 second check
@@ -288,8 +297,6 @@ n-gon outreach ideas
to achieve a (technological singularity/positive technological feedback loop)
-
-
game setting:
the mind of a new AI in a robot body that is running simulated escape attempts
every level is an idealized version of what could be outside
@@ -339,4 +346,15 @@ robot AI communication
write custom dialogue for field / guns / mods used in last game
you'd have to store an array of guns/fields/mod used last game
n-gon escape simulation ${random seed}
- say something about what mobs types are queued up, and level order
\ No newline at end of file
+ say something about what mobs types are queued up, and level order
+
+add an ending to the game
+ maybe the game ending should ask you to open the console and type in some commands like in the end of doki doki
+ mirror ending (if no cheats)
+ level after final boss battle is the intro level, but flipped left right, with a fake player
+ damage the fake player to end the game
+ message about go outside
+ no ending (if cheats)
+ game goes on forever
+ also game goes on if player attacks, the fake player
+ game never ends if you have used cheats
\ No newline at end of file