reduced tolerances- fix
quick balance and bug fix for drone tech - reduced tolerances
This commit is contained in:
@@ -2037,7 +2037,7 @@ const b = {
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restitution: 1,
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restitution: 1,
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dmg: 0.24, //damage done in addition to the damage from momentum
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dmg: 0.24, //damage done in addition to the damage from momentum
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lookFrequency: 80 + Math.floor(23 * Math.random()),
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lookFrequency: 80 + Math.floor(23 * Math.random()),
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endCycle: simulation.cycle + Math.floor((1100 + 420 * Math.random()) * tech.isBulletsLastLonger * tech.droneCycleReduction),
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endCycle: simulation.cycle + Math.floor((960 + 420 * Math.random()) * tech.isBulletsLastLonger * tech.droneCycleReduction) + 130 + RADIUS * 5,
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classType: "bullet",
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classType: "bullet",
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collisionFilter: {
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collisionFilter: {
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category: cat.bullet,
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category: cat.bullet,
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10
js/tech.js
10
js/tech.js
@@ -1757,7 +1757,7 @@
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document.getElementById("health-bg").style.display = "inline"
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document.getElementById("health-bg").style.display = "inline"
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document.getElementById("dmg").style.backgroundColor = "#f67";
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document.getElementById("dmg").style.backgroundColor = "#f67";
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m.health = Math.max(Math.min(m.maxHealth, m.energy), 0.1);
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m.health = Math.max(Math.min(m.maxHealth, m.energy), 0.1);
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simulation.mobDmgColor = "rgba(0,0,0,0.7)"
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simulation.mobDmgColor = "rgba(255,0,0,0.7)"
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m.displayHealth();
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m.displayHealth();
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}
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}
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}, {
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}, {
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@@ -3606,7 +3606,7 @@
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}
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}
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}, {
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}, {
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name: "reduced tolerances",
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name: "reduced tolerances",
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description: "reduce all <strong>drone</strong> production costs by <strong>300%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>53%</strong>",
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description: "reduce all <strong>drone</strong> production costs by <strong>66%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>45%</strong>",
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isGunTech: true,
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isGunTech: true,
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maxCount: 3,
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maxCount: 3,
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count: 0,
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count: 0,
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@@ -3616,9 +3616,8 @@
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},
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},
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requires: "drones",
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requires: "drones",
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effect() {
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effect() {
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tech.droneCycleReduction = Math.pow(0.47, 1 + this.count)
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tech.droneCycleReduction = Math.pow(0.55, 1 + this.count)
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tech.droneEnergyReduction = Math.pow(0.33, 1 + this.count)
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tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
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console.log(tech.droneCycleReduction, tech.droneEnergyReduction)
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * Math.pow(3, this.count)
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if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * Math.pow(3, this.count)
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}
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}
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@@ -4734,7 +4733,6 @@
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}
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}
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const index = options[Math.floor(Math.random() * options.length)]
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const index = options[Math.floor(Math.random() * options.length)]
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tech.tech[index].frequency = 100
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tech.tech[index].frequency = 100
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console.log(tech.tech[index])
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},
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},
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remove() {}
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remove() {}
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},
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},
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3
todo.txt
3
todo.txt
@@ -1,8 +1,9 @@
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******************************************************** NEXT PATCH ********************************************************
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******************************************************** NEXT PATCH ********************************************************
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fixed and renamed the new drone tech (it wasn't working right)
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level bosses will do about 50% less damage on collisions, but they will take about 33% more to kill
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level bosses will do about 50% less damage on collisions, but they will take about 33% more to kill
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fixed and renamed the new drone tech
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******************************************************** BUGS ********************************************************
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******************************************************** BUGS ********************************************************
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