remove keyword

added CSS style for "remove/eject" keyword
tech: deprecated - gain 1.05x damage for each tech removed this game
tech: externality - 1.1x damage, removing this gives 40 ammo power ups
paradigm shift no longer has a 3% failure rate
  minus 3->4 health
  it can remove applied science tech
removing strange loop gives a random removetech

tech: marginal utility - give a specific gun 2x ammo per ammo power up
tech: interest - research, ammo, coupling, health increases by 6% at the start of each level
tech: Pareto efficiency - give each gun randomly 5x or 0.2x ammo per ammo power up

aperture 6->4s cycles between 1 to 2 -> 0.8 to 3 damage
mass-energy no longer has a reduction in defense effects
  but it costs 2 research now
1st ionization energy 11->14 max energy per heal
colony: 1.5->1.6x spores 40->33% chance to spawn something different
laser cost formula changed to be independent of field regen
  this makes the effects of cost and fire rate 33% bigger
  free-electron laser 3.5->3x energy cost
options exchange - the first time you click cancel it randomizes choices
  allows a free trigger from other cancel tech
pseudoscience gets 3->2 free researches
alternator harpoon has 0->0.03x energy cost
coupling for pilot wave gives 1.04->1.05x block damage

several bugs fixes
This commit is contained in:
landgreen
2024-03-31 19:45:15 -07:00
parent 38ef45a651
commit 1728b53921
19 changed files with 929 additions and 1022 deletions

View File

@@ -1,24 +1,62 @@
******************************************************** NEXT PATCH **************************************************
text rework
most numbers converted from "+50%" to "1.5x"
renamed defense -> damage taken
adjusted about 20 tech to round down or up their values to less decimals
for a few I added research cost or JUNK chance to balance rounding
added CSS style for "remove/eject" keyword
tech: deprecated - gain 1.05x damage for each tech removed this game
tech: externality - 1.1x damage, removing this gives 40 ammo power ups
paradigm shift no longer has a 3% failure rate
minus 3->4 health
it can remove applied science tech
removing strange loop gives a random removetech
new community map soft by Richard0820
tech: peer review - gain +damage each time you research
self-assembly scales with health not health percent
matter.js engine reverted back to 0.18 (to fix an issue with time dilation)
tech: marginal utility - give a specific gun 2x ammo per ammo power up
tech: interest - research, ammo, coupling, health increases by 6% at the start of each level
tech: Pareto efficiency - give each gun randomly 5x or 0.2x ammo per ammo power up
aperture 6->4s cycles between 1 to 2 -> 0.8 to 3 damage
mass-energy no longer has a reduction in defense effects
but it costs 2 research now
1st ionization energy 11->14 max energy per heal
colony: 1.5->1.6x spores 40->33% chance to spawn something different
laser cost formula changed to be independent of field regen
this makes the effects of cost and fire rate 33% bigger
free-electron laser 3.5->3x energy cost
options exchange - the first time you click cancel it randomizes choices
allows a free trigger from other cancel tech
pseudoscience gets 3->2 free researches
alternator harpoon has 0->0.03x energy cost
coupling for pilot wave gives 1.04->1.05x block damage
several bugs fixes
*********************************************************** TODO *****************************************************
removeJunkTechFromPool doesn't seem to remove the correct amount
make search not case sensitive
wormholes that end inside wall check to see if the space before the wall is safe and end there instead
can use laser code
tech: - (1 + 0.01)x for each tech, gun, field you've picked up
scales with born rule, duplication, remove tech
explosions have a chance to spawn spores
infinite feedback loop with spores that explode?
make sure healing isn't effected by simulation.healScale
instead heal orb size should be scaled
but the ratio between size and heal shouldn't be effected
tech - destroys a random tech each new level and gains +damage each time
tech - destroy all but active gun and convert ammo over to main gun
List of ways to break the game
CPT + high energy regen
research->bot fabrication-> ersatz bots -> various bot upgrades
grappling hook + high fire rate + alternator + time dilation
duplication 100%
interest + coupling, research + peer review?
electronegativity and high energy?
boss - tracks the position, velocity, angle of power ups, blocks, and bullets it fires
@@ -43,10 +81,6 @@ tech - getting a new gun also gives you 2 random tech for that gun
or a field?
can these guntech tech be converted into a player choice?
tech: interest - research and ammo increases by 10% at the start of each level?
spawn research and ammo at start of new level
extend to current health?
how to reduce the number of clicks and keypresses
auto fire mode
player shoots at whatever is nearby
@@ -1093,6 +1127,7 @@ possible names for tech
sidereal - with respect to the stars (an extra rotation for time keeping)
holonomy - parallel transport of a vector leads to movement (applies to curved space)
holographic - 2-D surface can predict the 3-D space behind it? I think
conformal - similar rules for small and big scales linked to holographic principle
hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
swarm intelligence - for a drone tech
metaheuristic - is a higher-level procedure or heuristic designed to find, generate, or select a heuristic (partial search algorithm) that may provide a sufficiently good solution to an optimization problem, especially with incomplete or imperfect information or limited computation capacity
@@ -1141,6 +1176,8 @@ possible names for tech
configuration space - holds the position of everything
stressenergy tensor
radioisotope thermoelectric generator -
retrovirus: these things make JUNK DNA so link it somehow to that tech?
Upon infection with a retrovirus, a cell converts the retroviral RNA into DNA and sometimes the DNA will be passed on to progeny as JUNK DNA
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