substructure
new level substructure
featured element - motion triggered lasers
futures exchange 5->6% duplication per cancel
plasma torch coupling 0.015->0.025x damage per coupling
Gibbs free energy 1.005->1.006x damage per missing energy
compound lens arc adds 25->30 degrees
instability 2->2.5x damage when damage taken is 1x
constraint: after 30->40 seconds spawn WIMPs
constraint: 0.1->0.3x damage after getting power ups
renamed holographic principle -> charmed baryons
updates to community map: downpour
updated lasers in labs and testChamber to the new more realistic laser
bugs
returning to the old console.log system from last patch
I rather read bugs in the browser console not the n-gon console
bots properly follow player when level flips vertically
community map: arena's sword is properly removed at end of level
rewrote shaped charge to be better at protecting you from all explosions
pause correctly lists both mobs types for the level
for quasiparticles "boost" replaces ammo in more edge cases
bug with removing surfactant setting b.activeGun false and crashing game with checking active gun
not sure if this is fixed or not?
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@@ -285,7 +285,7 @@ const powerUps = {
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endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
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if (isCanceled) {
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if (tech.isCancelDuplication) {
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const value = 0.05
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const value = 0.06
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tech.duplication += value
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simulation.inGameConsole(`tech.duplicationChance() <span class='color-symbol'>+=</span> ${value}`)
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simulation.circleFlare(value);
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@@ -883,7 +883,7 @@ const powerUps = {
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const couplingExtraAmmo = (m.fieldMode === 10 || m.fieldMode === 0) ? 1 + 0.04 * m.coupling : 1
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if (b.inventory.length > 0) {
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powerUps.animatePowerUpGrab('rgba(68, 102, 119,0.25)')
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if (tech.isAmmoForGun && b.activeGun !== null) { //give extra ammo to one gun only with tech logistics
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if (tech.isAmmoForGun && (b.activeGun !== null && b.activeGun !== undefined)) { //give extra ammo to one gun only with tech logistics
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const name = b.guns[b.activeGun]
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if (name.ammo !== Infinity) {
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if (tech.ammoCap) {
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@@ -1618,7 +1618,7 @@ const powerUps = {
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powerUps.spawn(x, y - 40, "heal", false)
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}
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if (tech.isResearchReality) powerUps.spawnDelay("research", 6)
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if (tech.isBanish) powerUps.spawnDelay("research", 2)
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if (tech.isBanish) powerUps.spawnDelay("research", 3)
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if (tech.isCouplingNoHit) powerUps.spawnDelay("coupling", 9)
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// if (tech.isRerollDamage) powerUps.spawnDelay("research", 1)
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}
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@@ -1735,9 +1735,10 @@ const powerUps = {
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}
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//count big power ups and small power ups
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let options = ["heal", "research", "ammo"]
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let options = ["heal", "research", tech.isBoostReplaceAmmo ? "boost" : "ammo"]
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if (m.coupling) options.push("coupling")
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if (tech.isBoostPowerUps) options.push("boost")
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let bigIndexes = []
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let smallIndexes = []
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for (let i = 0; i < powerUp.length; i++) {
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