constraint balance

tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
  for pilot wave only
polariton - boosts also give 0.3x damage taken

constraints
  removed
    full damage taken after boss dies
      wording is too unclear
  new
    0.5x energy regen from all sources
  balanced
    slow bots
      bots have roughly 15% reduction in damage in addition to a slow follow speed
    mob death heals mobs
      has 1000->700 range and 1->0.33 healing
    periodically spawn WIMPs
      has a 30s delay and a 15->6s spawn rate
    50->40% JUNK chance

heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
autonomous defense harpoon now scale from Bessemer process
  but at half the rate since there are 6 harpoons
Bessemer process and rail gun scale at 0.1->0.07

bugs
  crash with training level "heal" and power ups
  set difficulty mode level 2 for training
This commit is contained in:
landgreen
2024-08-18 21:14:02 -07:00
parent 52046ca88b
commit 220a6b4c15
14 changed files with 221 additions and 162 deletions

View File

Before

Width:  |  Height:  |  Size: 61 KiB

After

Width:  |  Height:  |  Size: 61 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 74 KiB

BIN
img/polariton.webp Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 40 KiB

View File

@@ -1498,7 +1498,7 @@ const b = {
if (this.pickUpTarget) {
if (tech.isReel && this.blockDist > 150) {
// console.log(0.0003 * Math.min(this.blockDist, 1000))
m.energy += 0.00113 * Math.min(this.blockDist, 800) //max 0.352 energy
m.energy += 0.00113 * Math.min(this.blockDist, 800) * level.isReducedRegen //max 0.352 energy
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,
@@ -2925,7 +2925,7 @@ const b = {
if (!who.isInvulnerable) {
if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
setTimeout(() => {
if (!who.alive) m.energy += tech.iceEnergy * 0.8
if (!who.alive) m.energy += tech.iceEnergy * 0.8 * level.isReducedRegen
}, 10);
}
mobs.statusSlow(who, tech.iceIXFreezeTime)
@@ -4683,7 +4683,7 @@ const b = {
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
Matter.Body.setAngularVelocity(this, this.spin)
if (this.isUpgraded) {
m.energy += 0.12
m.energy += 0.12 * level.isReducedRegen
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
@@ -4692,7 +4692,7 @@ const b = {
time: simulation.drawTime
});
} else {
m.energy += 0.04
m.energy += 0.04 * level.isReducedRegen
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
@@ -4705,7 +4705,7 @@ const b = {
}
if (!m.isCloak) { //if cloaking field isn't active
const size = 33
const size = 33 - 6 * isKeep
q = Matter.Query.region(mob, {
min: {
x: this.position.x - size,
@@ -4760,7 +4760,7 @@ const b = {
minDmgSpeed: 2,
// lookFrequency: 56 + Math.floor(17 * Math.random()) - isUpgraded * 20,
lastLookCycle: simulation.cycle + 60 * Math.random(),
delay: Math.floor((tech.isNailBotUpgrade ? 22 : 85)),
delay: Math.floor((tech.isNailBotUpgrade ? 22 : 85) + 10 * isKeep),
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100,
endCycle: Infinity,
@@ -4895,7 +4895,7 @@ const b = {
lookFrequency: 60 + Math.floor(17 * Math.random()) - 50 * tech.isFoamBotUpgrade,
cd: 0,
fireCount: 0,
fireLimit: 5 + 2 * tech.isFoamBotUpgrade,
fireLimit: 5 + 2 * tech.isFoamBotUpgrade - isKeep,
delay: Math.floor((200 + (tech.isFoamBotUpgrade ? 0 : 200))),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100, //how far from the player the bot will move
@@ -4968,7 +4968,7 @@ const b = {
lookFrequency: 17 + Math.floor(7 * Math.random()) - 3 * tech.isSoundBotUpgrade,
cd: 0,
fireCount: 0,
fireLimit: 5,
fireLimit: 5 - isKeep,
delay: Math.floor(140),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100, //how far from the player the bot will move
@@ -5136,7 +5136,7 @@ const b = {
lookFrequency: 20 + Math.floor(7 * Math.random()) - 13 * tech.isLaserBotUpgrade,
range: (600 + 375 * tech.isLaserBotUpgrade) * (1 + 0.12 * Math.random()),
drainThreshold: 0.15 + 0.5 * Math.random() + (tech.isEnergyHealth ? 0.3 : 0),// laser bot will not attack if the player is below this energy
drain: (0.57 - 0.43 * tech.isLaserBotUpgrade) * tech.laserDrain,
drain: (0.57 - 0.43 * tech.isLaserBotUpgrade + isKeep * 0.08) * tech.laserDrain,
laserDamage: 0.75 + 0.75 * tech.isLaserBotUpgrade,
endCycle: Infinity,
classType: "bullet",
@@ -5313,7 +5313,7 @@ const b = {
restitution: 1,
dmg: 0,
minDmgSpeed: 0,
lookFrequency: 43 + Math.floor(7 * Math.random()) - 13 * tech.isBoomBotUpgrade,
lookFrequency: 43 + Math.floor(7 * Math.random()) - 15 * tech.isBoomBotUpgrade,
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
attackAcceleration: 0.012 + 0.005 * tech.isBoomBotUpgrade,
range: 500 * (1 + 0.1 * Math.random()) + 250 * tech.isBoomBotUpgrade + !isKeep * 100,
@@ -5443,11 +5443,7 @@ const b = {
const DIST = Vector.magnitude(sub);
const unit = Vector.normalise(sub)
if (DIST < tech.isPlasmaRange * 450 && m.energy > this.drainThreshold) {
m.energy -= 0.0013 //0.004; //normal plasma field is 0.00008 + m.fieldRegen = 0.00108
// if (m.energy < 0) {
// m.fieldCDcycle = m.cycle + 120;
// m.energy = 0;
// }
m.energy -= 0.001
//calculate laser collision
let best;
let range = tech.isPlasmaRange * (120 + 300 * Math.sqrt(Math.random()))
@@ -5466,9 +5462,9 @@ const b = {
// Matter.Body.applyForce(best.who, path[1], force)
//push mobs away
if (best.who.speed > 3) {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.005 * Math.min(5, best.who.mass))
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.004 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.4, y: best.who.velocity.y * 0.4 });
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.5, y: best.who.velocity.y * 0.5 });
} else {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
@@ -5558,7 +5554,7 @@ const b = {
}
}
},
range: 190 + 170 * tech.isOrbitBotUpgrade + !isKeep * 60 * (0.5 - Math.random()), //range is set in bot upgrade too!
range: 160 + 170 * tech.isOrbitBotUpgrade + !isKeep * 100 * (0.5 - Math.random()), //range is set in bot upgrade too!
orbitalSpeed: 0,
phase: 2 * Math.PI * Math.random(),
do() {
@@ -7211,8 +7207,6 @@ const b = {
const DRAIN = (tech.isRailEnergy ? 0 : 0.002)
//exit railgun charging without firing
if (m.energy < DRAIN) {
// m.energy += 0.025 + this.charge * 22 * this.drain
// m.energy -= this.drain
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
this.endCycle = 0;
this.charge = 0
@@ -7292,7 +7286,7 @@ const b = {
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), m.crouch ? 0.03 : 0.06)
player.force.x -= recoil.x
player.force.y -= recoil.y
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.07 * Math.sqrt(this.ammo) : 1
const thrust = 0.15 * (this.charge)
if (tech.extraHarpoons) {
let targetCount = 0
@@ -7452,10 +7446,7 @@ const b = {
if (tech.extraHarpoons && !m.crouch) { //multiple harpoons
const SPREAD = 0.2
let angle = m.angle - SPREAD * tech.extraHarpoons / 2;
const dir = {
x: Math.cos(angle),
y: Math.sin(angle)
}; //make a vector for the player's direction of length 1; used in dot product
const dir = { x: Math.cos(angle), y: Math.sin(angle) }; //make a vector for the player's direction of length 1; used in dot product
const range = 450 * (tech.isFilament ? 1 + 0.012 * Math.min(110, this.ammo) : 1)
let targetCount = 0
for (let i = 0, len = mob.length; i < len; ++i) {

View File

@@ -120,7 +120,7 @@ function collisionChecks(event) {
simulation.trails(90)
simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
}
if (tech.isPiezo) m.energy += 20.48;
if (tech.isPiezo) m.energy += 20.48 * level.isReducedRegen;
if (tech.isCouplingNoHit && m.coupling > 0) {
m.couplingChange(-3)
@@ -162,10 +162,12 @@ function collisionChecks(event) {
const maxCount = 10 + 3 * tech.extraHarpoons //scale the number of hooks fired
let count = maxCount - 1
const angle = Math.atan2(mob[k].position.y - player.position.y, mob[k].position.x - player.position.x);
b.harpoon(m.pos, mob[k], angle, 0.75, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
const mass = 0.75 * (tech.isLargeHarpoon ? 1 + 0.05 * Math.sqrt(this.ammo) : 1)
b.harpoon(m.pos, mob[k], angle, mass, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
bullet[bullet.length - 1].drain = 0
for (; count > 0; count--) {
b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, 0.75, true, 7)
b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, mass, true, 7)
bullet[bullet.length - 1].drain = 0
}
}

View File

@@ -138,7 +138,8 @@ function beforeUnloadEventListener(event) {
event.preventDefault();
if (tech.isExitPrompt) {
tech.damage *= 1.25
simulation.inGameConsole(`damage <span class='color-symbol'>*=</span> ${1.25}`)
// simulation.inGameConsole(`<strong class='color-d'>damage</strong> <span class='color-symbol'>*=</span> ${1.25}`)
simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${1.25} //beforeunload`);
if (Math.random() < 0.25) {
removeEventListener('beforeunload', beforeUnloadEventListener);
}
@@ -490,7 +491,7 @@ const build = {
<span style="float: right;"><strong class='color-defense'>level</strong> ${(simulation.dmgScale).toPrecision(4)}x</span>
<br><strong class='color-h'>health</strong> (${(m.health * 100).toFixed(0)} / ${(m.maxHealth * 100).toFixed(0)})
<span style="float: right;">${powerUps.research.count} ${powerUps.orb.research()}</span>
<br><strong class='color-f'>energy</strong> (${(m.energy * 100).toFixed(0)} / ${(m.maxEnergy * 100).toFixed(0)}) + (${(m.fieldRegen * 6000).toFixed(0)}/s)
<br><strong class='color-f'>energy</strong> (${(m.energy * 100).toFixed(0)} / ${(m.maxEnergy * 100).toFixed(0)}) + (${(m.fieldRegen * 6000 * level.isReducedRegen).toFixed(0)}/s)
<span style="float: right;">${tech.totalCount} ${powerUps.orb.tech()}</span>
<br><strong><em>fire rate</em></strong> ${(1 / b.fireCDscale).toFixed(2)}x
<span style="float: right;">mass ${player.mass.toFixed(1)}</span>

View File

@@ -54,7 +54,7 @@ const level = {
// for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 3; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 50, "boost", false);
// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
// level.satellite();
// level.heal();
level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
@@ -129,7 +129,9 @@ const level = {
powerUps.directSpawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
}
level.newLevelOrPhase()
if (!simulation.isTraining) {
if (simulation.isTraining) {
simulation.difficultyMode = 2
} else {
simulation.inGameConsole(`<span class='color-var'>level</span>.onLevel <span class='color-symbol'>=</span> "<span class='color-text'>${level.levels[level.onLevel]}</span>"`);
document.title = "n-gon: " + level.levelAnnounce();
}
@@ -332,6 +334,15 @@ const level = {
constraintDescription1: "", //used in pause menu and console
constraintDescription2: "",
constraint: [
{
description: "0.5x energy regen",
effect() {
level.isReducedRegen = 0.5
},
remove() {
level.isReducedRegen = 1
}
},
{
description: "0.5x max health",
effect() {
@@ -351,7 +362,7 @@ const level = {
}
},
{
description: "periodically spawn WIMPs",
description: "after 30 seconds spawn WIMPs",
effect() {
simulation.ephemera.push({
name: "WIMPS",
@@ -360,7 +371,7 @@ const level = {
do() {
this.time++
if (level.levels[level.onLevel] === this.levelName) {
if (!(this.time % 900)) spawn.WIMP(level.enter.x, level.enter.y)
if (this.time > 1800 && !(this.time % 360)) spawn.WIMP(level.enter.x, level.enter.y)
} else {
simulation.removeEphemera(this.name);
}
@@ -383,7 +394,7 @@ const level = {
}
},
{
description: "mobs heal for your lost health",
description: "mobs heal after you take damage",
effect() {
level.isMobHealPlayerDamage = true
},
@@ -400,16 +411,16 @@ const level = {
level.isMobDeathHeal = false
}
},
{
description: "full damage taken after boss dies",
// description: "after boss dies damage taken = 1",
effect() {
level.noDefenseSetting = 1 //defense goes to zero once equal to 2
},
remove() {
level.noDefenseSetting = 0
}
},
// {
// description: "full damage taken after boss dies",
// // description: "after boss dies damage taken = 1",
// effect() {
// level.noDefenseSetting = 1 //defense goes to zero once equal to 2
// },
// remove() {
// level.noDefenseSetting = 0
// }
// },
{
description: "4x shielded mobs",
effect() {
@@ -420,9 +431,9 @@ const level = {
}
},
{
description: "50% JUNK chance",
description: "40% JUNK chance",
effect() {
level.junkAdded = 0.5
level.junkAdded = 0.4
},
remove() {
level.junkAdded = 0
@@ -542,13 +553,14 @@ const level = {
is2xAmmo: false,
isReducedEnergy: false,
isSlowBots: false,
noDefenseSetting: 0,
// noDefenseSetting: 0,
isMobDeathHeal: false,
isMobHealPlayerDamage: false,
isNoDamage: false,
noDamageCycle: 0,
reducedHealthLost: 0,
isReducedHealth: false,
isReducedRegen: 1,
levelAnnounce() {
const cheating = simulation.isCheating ? "(testing)" : ""
if (level.levelsCleared === 0) {
@@ -1239,7 +1251,7 @@ const level = {
ctx.moveTo(x, y + height / 2);
ctx.lineTo(x, maxHeight - height / 2);
ctx.strokeStyle = `rgba(0,0,0,0.2)`
// ctx.lineWidth = "3"
ctx.lineWidth = "2"
ctx.stroke();
//draw body
@@ -35293,9 +35305,9 @@ const level = {
spawn.mapRect(1375, -16, 50, 50);
spawn.mapRect(1400, -8, 50, 25);
spawn.mapRect(750, -24, 650, 100);
powerUps.directSpawn(875, -40, "heal", false, null, 15);
powerUps.directSpawn(1075, -50, "heal", false, null, 25);
powerUps.directSpawn(1275, -65, "heal", false, null, 35);
powerUps.directSpawn(875, -40, "heal", false, 15);
powerUps.directSpawn(1075, -50, "heal", false, 25);
powerUps.directSpawn(1275, -65, "heal", false, 35);
const door = level.door(1612.5, -175, 25, 190, 185, 3)
spawn.mapRect(1600, -1200, 500, 850); //exit roof

View File

@@ -1085,7 +1085,7 @@ const mobs = {
if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 33% dmg at max range of 3000
dmg *= this.damageReduction
//energy and heal drain should be calculated after damage boosts
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon * level.isReducedRegen
dmg /= Math.sqrt(this.mass)
}
@@ -1142,9 +1142,10 @@ const mobs = {
if (this.isDropPowerUp) {
if (level.isMobDeathHeal) {
for (let i = 0; i < mob.length; i++) {
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 1000000 && mob[i].alive) { //1000
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 && mob[i].alive) { //700
if (mob[i].health < 1) {
mob[i].health = 1
mob[i].health += 0.33 + this.isBoss
if (mob[i].health > 1) mob[i].health = 1
simulation.drawList.push({
x: mob[i].position.x,
y: mob[i].position.y,
@@ -1304,9 +1305,6 @@ const mobs = {
tech.cloakDuplication -= 0.01
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
if (level.noDefenseSetting && this.isBoss) {
level.noDefenseSetting = 2
}
} else if (tech.isShieldAmmo && this.shield && this.shieldCount === 1) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {

View File

@@ -542,6 +542,8 @@ const m = {
m.maxHealth *= 0.5
}
document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
document.getElementById("defense-bar").style.width = Math.floor(300 * m.maxHealth * (1 - m.defense())) + "px";
if (isMessage) simulation.inGameConsole(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
@@ -551,8 +553,8 @@ const m = {
lastCalculatedDamage: 0, //used to decided if damage bar needs to be redrawn (in simulation.checks)
lastCalculatedDefense: 0, //used to decided if defense bar needs to be redrawn (in simulation.checks)
defense() {
if (level.noDefenseSetting === 2) return 1 //zero defense constraint
let dmg = 1
if (powerUps.boost.isDefense && powerUps.boost.endCycle > simulation.cycle) dmg *= 0.3
if (tech.isMaxHealthDefense && m.health === m.maxHealth) dmg *= 0.3
if (tech.isDiaphragm) dmg *= 0.55 + 0.35 * Math.sin(m.cycle * 0.0075);
if (tech.isZeno) dmg *= 0.15
@@ -794,7 +796,7 @@ const m = {
color: "rgba(0,255,100,0.5)",
time: 10
});
mob[i].health += dmg * 10
mob[i].health += dmg * 7
if (mob[i].health > 1) mob[i].health = 1
}
}
@@ -2509,11 +2511,11 @@ const m = {
}
},
regenEnergy() { //used in drawRegenEnergy // rewritten by some tech
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen * level.isReducedRegen;
if (m.energy < 0) m.energy = 0
},
regenEnergyDefault() {
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen * level.isReducedRegen;
if (m.energy < 0) m.energy = 0
},
lookingAt(who) {
@@ -2696,7 +2698,7 @@ const m = {
if (tech.isTokamak && m.throwCharge > 4) { //remove the block body and pulse in the direction you are facing
//m.throwCharge > 5 seems to be when the field full colors in a block you are holding
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
if (m.immuneCycle < m.cycle) m.energy += 0.25 * Math.sqrt(m.holdingTarget.mass) * Math.min(5, m.throwCharge)
if (m.immuneCycle < m.cycle) m.energy += 0.25 * Math.sqrt(m.holdingTarget.mass) * Math.min(5, m.throwCharge) * level.isReducedRegen
m.throwCharge = 0;
m.definePlayerMass() //return to normal player mass
//remove block before pulse, so it doesn't get in the way
@@ -3051,7 +3053,7 @@ const m = {
m.pushMass(mob[i]);
if (tech.deflectEnergy && !mob[i].isInvulnerable && !mob[i].isShielded) {
m.energy += tech.deflectEnergy
m.energy += tech.deflectEnergy * level.isReducedRegen
}
}
}
@@ -5049,7 +5051,7 @@ const m = {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
m.fieldRange *= 0.8
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling * level.isReducedRegen
if (tech.isWormholeWorms) { //pandimensional spermia
b.worm(Vector.add(m.hole.pos2, Vector.rotate({ x: m.fieldRange * 0.4, y: 0 }, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -10));
@@ -5071,10 +5073,8 @@ const m = {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
m.fieldRange *= 0.8
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
// if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.5
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling
if (m.fieldMode === 0 || m.fieldMode === 9) m.energy += 0.02 * m.coupling
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling * level.isReducedRegen
if (m.fieldMode === 0 || m.fieldMode === 9) m.energy += 0.02 * m.coupling * level.isReducedRegen
if (tech.isWormholeWorms) { //pandimensional spermia
b.worm(Vector.add(m.hole.pos1, Vector.rotate({
x: m.fieldRange * 0.4,
@@ -5825,7 +5825,7 @@ const m = {
return
}
m.damage(dmg);
if (tech.isPiezo) m.energy += 20.48;
if (tech.isPiezo) m.energy += 20.48 * level.isReducedRegen;
if (tech.isStimulatedEmission) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit();
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles

View File

@@ -503,6 +503,7 @@ const powerUps = {
endCycle: 0,
duration: null, //set by "tech: band gap"
damage: null, //set by "tech: band gap"
isDefense: false,
effect() {
powerUps.animatePowerUpGrab('rgba(255, 0, 0, 0.5)')
powerUps.boost.endCycle = simulation.cycle + Math.floor(Math.max(0, powerUps.boost.endCycle - simulation.cycle) * 0.6) + powerUps.boost.duration //duration+seconds plus 2/3 of current time left
@@ -605,7 +606,7 @@ const powerUps = {
}
if (tech.isResearchDamage) {
tech.damage *= 1.05
simulation.inGameConsole(`<strong>1.05x</strong> <strong class='color-d'>damage</strong>`);
simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${1.05} //peer review`);
tech.addJunkTechToPool(0.01)
}
powerUps.research.currentRerollCount++
@@ -1448,7 +1449,7 @@ const powerUps = {
onPickUp(who) {
powerUps.research.currentRerollCount = 0
if (tech.isTechDamage && who.name === "tech") m.damage(0.1)
if (tech.isMassEnergy) m.energy += 2;
if (tech.isMassEnergy) m.energy += 2 * level.isReducedRegen;
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.5) {
if (tech.isLaserMine && input.down) {
b.laserMine(who.position)

View File

@@ -1012,7 +1012,7 @@ const simulation = {
if (isNaN(player.position.x)) m.death();
if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) {
m.energy += m.maxEnergy * 0.05
m.energy += m.maxEnergy * 0.05 * level.isReducedRegen
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y - 45,
@@ -1024,7 +1024,7 @@ const simulation = {
if (tech.isHealthRecovery) {
if (tech.isEnergyHealth) {
if (m.immuneCycle < m.cycle) {
m.energy += m.maxEnergy * 0.005
m.energy += m.maxEnergy * 0.005 * level.isReducedRegen
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,

View File

@@ -144,7 +144,7 @@ const spawn = {
}
me.do = function () {
if (!simulation.isTimeSkipping) {
const scale = (tech.isMoveDarkMatter || tech.isNotDarkMatter) ? 1.6 : 1
const scale = ((tech.isMoveDarkMatter || tech.isNotDarkMatter) ? 1.6 : 1) * level.isReducedRegen
const sine = Math.sin(simulation.cycle * 0.015)
this.radius = 111 * tech.isDarkStar + 370 * (1 + 0.1 * sine)
//chase player
@@ -7726,7 +7726,7 @@ const spawn = {
};
},
//chance = Math.min(0.02 + simulation.difficulty * 0.005, 0.2) + tech.duplicationChance()
shield(target, x, y, chance = (level.isMobShields ? 3.25 : 1) * Math.min(0.02 + simulation.difficulty * 0.005, 0.2)) {
shield(target, x, y, chance = (level.isMobShields ? 4 : 1) * Math.min(0.02 + simulation.difficulty * 0.005, 0.2)) {
if (this.allowShields && Math.random() < chance) {
mobs.spawn(x, y, 9, target.radius + 30, "rgba(220,220,255,0.9)");
let me = mob[mob.length - 1];

View File

@@ -149,6 +149,11 @@ const tech = {
if (tech.tech[index].isLost) tech.tech[index].isLost = false; //give specific tech
if (tech.isBanish && tech.tech[index].isBanished) tech.tech[index].isBanished = false //stops the bug where you can't gets stacks of tech you take with decoherence, I think
if (tech.isDamageFieldTech && tech.tech[index].isFieldTech) {
tech.damage *= 1.15
// simulation.inGameConsole(`<strong class='color-d'>damage</strong> <span class='color-symbol'>*=</span> ${1.05}`)
simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${1.1} //hidden-variable theory`);
}
tech.tech[index].effect(); //give specific tech
tech.tech[index].count++
if (!tech.tech[index].isInstant) tech.totalCount++ //used in power up randomization
@@ -717,7 +722,7 @@ const tech = {
},
{
name: "ordnance",
description: `spawn ${powerUps.orb.gun()} and get <strong>2x</strong> <em class='flicker'>frequency</em> for ${powerUps.orb.gunTech()}<br><strong>+6%</strong> <strong class='color-junk'>JUNK</strong> chance`,
description: `spawn ${powerUps.orb.gun()} and get <strong>2x</strong> <em class='flicker'>frequency</em> for ${powerUps.orb.gunTech()}<br><strong>+6%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -1255,28 +1260,34 @@ const tech = {
let totalRate = 1
for (let i = 0; i < this.totalRate.length; i++) totalRate *= this.totalRate[i]
let currentRate = ""
if (this.count) currentRate = `<br><em style ="float: right;">(${(totalRate).toFixed(2)}x)</em>`
return `randomly gain between <strong>1x</strong> and <strong>1.5x</strong> <em>fire rate</em>` + currentRate
if (this.count) currentRate = `<em style ="float: right;">(${(totalRate).toFixed(2)}x)</em>`
return `randomly gain between <strong>1x</strong> and <strong>2x</strong> <em>fire rate</em><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>` + currentRate
},
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
return tech.junkChance < 1
},
requires: "",
totalRate: [], //tracks the random damage upgrades so it can be removed and in descriptionFunction
effect() {
const rate = (Math.floor((Math.random() * 0.5 + 1) * 100)) / 100
const rate = (Math.floor((Math.random() + 1) * 100)) / 100
tech.fireRate /= rate
this.totalRate.push(rate)
b.setFireCD();
simulation.inGameConsole(`<span class='color-var'>tech</span>.fireRate *= ${rate} //heuristics`);
this.refundAmount += tech.addJunkTechToPool(0.05)
},
refundAmount: 0,
remove() {
if (this.count && m.alive) {
for (let i = 0; i < this.totalRate.length; i++) tech.fireRate *= this.totalRate[i]
if (this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
this.totalRate.length = 0
b.setFireCD();
@@ -1460,7 +1471,9 @@ const tech = {
{
name: "band gap",
descriptionFunction() {
return `${powerUps.orb.boost(1)} give <strong>1.77x</strong> <strong class='color-d'>damage</strong><br>but their duration is reduced by <strong>1</strong> second`
// return `${powerUps.orb.boost(1)} give <em style="text-decoration: line-through;">${(1 + powerUps.boost.damage).toFixed(2)}x</em> <strong>${(1 + powerUps.boost.damage + 0.77).toFixed(2)}x</strong> <strong class='color-d'>damage</strong><br>but their duration is reduced by <strong>1</strong> second`
// const predict = this.count === 0 ? `<em style="text-decoration: line-through;">${(1 + powerUps.boost.damage).toFixed(2)}x</em>` : ``
return `${powerUps.orb.boost(1)} give an additional <strong>${(1 + 0.75).toFixed(2)}x</strong> <strong class='color-d'>damage</strong><br>but their <strong>duration</strong> is reduced by <strong>1</strong> second`
},
maxCount: 9,
count: 1,
@@ -1472,13 +1485,33 @@ const tech = {
requires: "exciton, quasiparticles",
effect() {
powerUps.boost.duration -= 60
powerUps.boost.damage += 0.77
powerUps.boost.damage += 0.75
},
remove() {
powerUps.boost.duration = 600
powerUps.boost.damage = 1.25
}
},
{
name: "polariton",
descriptionFunction() {
return `${powerUps.orb.boost(1)} also give <strong>0.3x</strong> <strong class='color-defense'>damage taken</strong><br>for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds</span>`
},
maxCount: 9,
count: 1,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isBoostPowerUps || tech.isBoostReplaceAmmo
},
requires: "exciton, quasiparticles",
effect() {
powerUps.boost.isDefense = true
},
remove() {
powerUps.boost.isDefense = false
}
},
{
name: "collider",
descriptionFunction() {
@@ -2762,7 +2795,6 @@ const tech = {
requires: "not mass-energy",
effect() {
tech.isPiezo = true;
// if (simulation.isTextLogOpen) m.energy += 20.48;
},
remove() {
tech.isPiezo = false;
@@ -2854,7 +2886,7 @@ const tech = {
},
{
name: "overcharge",
description: "<strong>+88</strong> maximum <strong class='color-f'>energy</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> chance",
description: "<strong>+88</strong> maximum <strong class='color-f'>energy</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
maxCount: 9,
count: 0,
frequency: 1,
@@ -2880,7 +2912,7 @@ const tech = {
},
{
name: "Maxwells demon",
description: "<strong class='color-f'>energy</strong> above maximum decays <strong>30x</strong> slower<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> chance",
description: "<strong class='color-f'>energy</strong> above maximum decays <strong>30x</strong> slower<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
maxCount: 1,
count: 0,
frequency: 2,
@@ -2916,7 +2948,7 @@ const tech = {
effect() {
tech.isCrouchRegen = true; //only used to check for requirements
m.regenEnergy = function () {
if (m.immuneCycle < m.cycle && m.crouch && m.fieldCDcycle < m.cycle) m.energy += 7 * m.fieldRegen;
if (m.immuneCycle < m.cycle && m.crouch && m.fieldCDcycle < m.cycle) m.energy += 7 * m.fieldRegen * level.isReducedRegen;
if (m.energy < 0) m.energy = 0
}
},
@@ -2957,7 +2989,7 @@ const tech = {
effect() {
tech.isDamageAfterKillNoRegen = true;
m.regenEnergy = function () {
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle) && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle) && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen * level.isReducedRegen;
if (m.energy < 0) m.energy = 0
}
},
@@ -3250,7 +3282,7 @@ const tech = {
{
name: "adiabatic healing",
descriptionFunction() {
return `<strong>2x</strong> <strong class='color-h'>healing</strong> from ${powerUps.orb.heal()}<br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> chance`
return `<strong>2x</strong> <strong class='color-h'>healing</strong> from ${powerUps.orb.heal()}<br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`
},
maxCount: 3,
count: 0,
@@ -3338,7 +3370,7 @@ const tech = {
{
name: "accretion disk",
descriptionFunction() {
return `<strong>1.07x</strong> <strong class='color-d'>damage</strong> for each <strong>power up</strong> on this <strong>level</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> chance <em style ="float: right;">(${(1 + 0.07 * powerUp.length).toFixed(2)}x)</em>`
return `<strong>1.07x</strong> <strong class='color-d'>damage</strong> for each <strong>power up</strong> on this <strong>level</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong> <em style ="float: right;">(${(1 + 0.07 * powerUp.length).toFixed(2)}x)</em>`
},
maxCount: 1,
count: 0,
@@ -3584,7 +3616,7 @@ const tech = {
},
{
name: "peer review",
description: `after you <strong class='color-r'>research</strong> gain <strong>1.05x</strong> <strong class='color-d'>damage</strong><br>and <strong>+1%</strong> <strong class='color-junk'>JUNK</strong> chance`,
description: `after you <strong class='color-r'>research</strong> gain <strong>1.05x</strong> <strong class='color-d'>damage</strong><br>and <strong>+1%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3602,7 +3634,7 @@ const tech = {
},
{
name: "pseudoscience",
description: "<strong class='color-r'>research</strong> <strong>2</strong> times</span> for <strong>free</strong>, but<br>add <strong>1%</strong> <strong class='color-junk'>JUNK</strong> chance each time",
description: "<strong class='color-r'>research</strong> <strong>2</strong> times</span> for <strong>free</strong>, but<br><strong>+1%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong> each time",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3620,7 +3652,7 @@ const tech = {
},
{
name: "renormalization",
description: `<strong>47%</strong> chance to spawn ${powerUps.orb.research(1)} after consuming ${powerUps.orb.research(1)}<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> chance`,
description: `<strong>47%</strong> chance to spawn ${powerUps.orb.research(1)} after consuming ${powerUps.orb.research(1)}<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -3817,7 +3849,7 @@ const tech = {
{
name: "path integral",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Path_integral_formulation' class="link">path integral</a>`,
description: `your next ${powerUps.orb.tech()} has all possible <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> chance`,
description: `your next ${powerUps.orb.tech()} has all possible <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3909,7 +3941,7 @@ const tech = {
},
{
name: "meta-analysis",
description: `if you <strong class='color-choice'><span>ch</span><span>oo</span><span>se</span></strong> a <strong class='color-junk'>JUNK</strong> you instead get a<br>random non<strong class='color-junk'>JUNK</strong> ${powerUps.orb.tech()} and ${powerUps.orb.research(2)}`,
description: `if you <strong class='color-choice'><span>ch</span><span>oo</span><span>se</span></strong> <strong class='color-junk'>JUNK</strong><br>you get a random <strong class='color-choice'><span>ch</span><span>oi</span><span>ce</span></strong> and ${powerUps.orb.research(2)} instead`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3927,7 +3959,7 @@ const tech = {
},
{
name: "dark patterns",
description: "<strong>1.3x</strong> <strong class='color-d'>damage</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> chance",
description: "<strong>1.3x</strong> <strong class='color-d'>damage</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
maxCount: 9,
count: 0,
frequency: 1,
@@ -4264,7 +4296,7 @@ const tech = {
},
{
name: "replication",
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> chance",
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
maxCount: 9,
count: 0,
frequency: 1,
@@ -4565,7 +4597,7 @@ const tech = {
{
name: "paradigm shift",
descriptionFunction() {
return `when <strong>paused</strong> clicking your ${powerUps.orb.tech()} <span class='color-remove'>ejects</span> them<br><strong>${tech.pauseEjectTech.toFixed(1)}</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} cost <em style ="float: right;">(1.3x cost each use)</em>`
return `when <strong>paused</strong> clicking your ${powerUps.orb.tech()} <span class='color-remove'>ejects</span> them<br>costs <strong>${tech.pauseEjectTech.toFixed(1)}</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} <em style ="float: right;">(1.3x cost each use)</em>`
},
maxCount: 1,
count: 0,
@@ -4657,7 +4689,7 @@ const tech = {
for (let i = 0, len = pool.length * 0.5; i < len; i++) removeCount += tech.removeTech(pool[i])
this.damage = this.damagePerRemoved * removeCount
tech.damage *= (1 + this.damage)
simulation.inGameConsole(`<strong>${(1 + this.damage).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> <em>//from Occam's razor</em>`, 360)
simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${(1 + this.damage).toFixed(2)} <em>//from Occam's razor</em>`);
},
remove() {
if (this.count && m.alive) tech.damage /= (1 + this.damage)
@@ -4990,7 +5022,7 @@ const tech = {
{
name: "irradiated nails",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Irradiation' class="link">irradiated nails</a>`,
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br><strong>1.9x</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br><strong>2x</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6189,7 +6221,7 @@ const tech = {
},
{
name: "booby trap",
description: "<strong>50%</strong> chance to drop a <strong>mine</strong> from <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> chance",
description: "<strong>50%</strong> chance to drop a <strong>mine</strong> from <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -7762,7 +7794,7 @@ const tech = {
},
{
name: "flux pinning",
description: "after <strong>deflecting</strong> a mob<br>it is <strong>stunned</strong> for up to <strong>4</strong> seconds",
description: `mobs <strong>deflected</strong> by your ${powerUps.orb.field()}<br>are <strong>stunned</strong> for <strong>4</strong> seconds`,
isFieldTech: true,
maxCount: 9,
count: 0,
@@ -7988,7 +8020,7 @@ const tech = {
}
},
{
name: "modified Newtonian dynamics",
name: "MOND",
descriptionFunction() {
return `your <strong class="color-speed">speed</strong> counts as <strong>+20</strong> higher<br><em>(for Newton's 1st and 2nd laws)</em>`
},
@@ -8122,7 +8154,7 @@ const tech = {
requires: "molecular assembler, pilot wave, standing wave",
effect() {
tech.isMassEnergy = true // used in m.grabPowerUp
m.energy += 2
m.energy += 2 * level.isReducedRegen
},
remove() {
tech.isMassEnergy = false;
@@ -8643,6 +8675,25 @@ const tech = {
tech.isMobFullHealthCloak = false
}
},
{
name: "hidden-variable theory",
description: `<strong>1.15x</strong> <strong class='color-d'>damage</strong> each time you <strong class='color-choice'><span>ch</span><span>oo</span><span>se</span></strong> ${powerUps.orb.fieldTech()}`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return m.fieldMode === 8
},
requires: "pilot wave",
effect() {
tech.isDamageFieldTech = true
},
remove() {
tech.isDamageFieldTech = false
}
},
{
name: "WIMPs",
description: `at each <strong>level's</strong> exit, spawn ${powerUps.orb.research(4)}<br> and a dangerous particle that slowly <strong>chases</strong> you`,
@@ -9450,7 +9501,7 @@ const tech = {
requestAnimationFrame(() => {
if ((simulation.cycle % 1440) > 720) { //kinda alternate between each option
m.rewind(60)
m.energy += 0.4 //to make up for lost energy
m.energy += 0.4 * level.isReducedRegen//to make up for lost energy
} else {
simulation.timePlayerSkip(60)
}
@@ -10645,7 +10696,7 @@ const tech = {
effect() {
setInterval(() => {
m.rewind(120)
m.energy += 0.4
m.energy += 0.4 * level.isReducedRegen
}, 10000);
// for (let i = 0; i < 24; i++) {
// setTimeout(() => { m.rewind(120) }, i * 5000);
@@ -10668,7 +10719,7 @@ const tech = {
effect() {
setInterval(() => {
m.rewind(30)
m.energy += 0.2
m.energy += 0.2 * level.isReducedRegen
}, 4000);
},
remove() { }
@@ -10742,7 +10793,7 @@ const tech = {
},
{
name: "expert system",
description: `spawn ${powerUps.orb.tech()}<br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> chance`,
description: `spawn ${powerUps.orb.tech()}<br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
maxCount: 9,
count: 0,
frequency: 0,
@@ -12076,4 +12127,5 @@ const tech = {
isEjectOld: null,
isWiki: null,
isStaticBlock: null,
isDamageFieldTech: null,
}

110
todo.txt
View File

@@ -1,54 +1,33 @@
******************************************************** NEXT PATCH **************************************************
difficulty
difficulty level 6 adds flat damage and damage taken
bonus tech no longer spawns on level 2 and 3 on difficulty level 6
at the end of subway you get 1 tech, but not on difficulty level 6
difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
-1 choice
2x ammo costs
duplication is set to zero
50% max energy
50% max health
bots follow slow
full damage taken after boss dies
0.1x damage after a power up
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
damage boost has a unique gel/hair aura for each skin
damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
they no longer teleport to the exit, sorry
tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
for pilot wave only
polariton - boosts also give 0.3x damage taken
Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
preventing an endless toggle
constraints
removed
full damage taken after boss dies
wording is too unclear
new
0.5x energy regen from all sources
balanced
slow bots
bots have roughly 15% reduction in damage in addition to a slow follow speed
mob death heals mobs
has 1000->700 range and 1->0.33 healing
periodically spawn WIMPs
has a 30s delay and a 15->6s spawn rate
50->40% JUNK chance
bug fixes
fleas no longer die early after hitting a high health target only once
something with super ball density calculations for tech rebound
grabbing a big block can make grappling hook go flying
added 3 potential fixes, but the bug is too rare know if it's fixed
heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
autonomous defense harpoon now scale from Bessemer process
but at half the rate since there are 6 harpoons
Bessemer process and rail gun scale at 0.1->0.07
bugs
crash with training level "heal" and power ups
set difficulty mode level 2 for training
******************************************************** BUGS ********************************************************
@@ -80,19 +59,36 @@ player can become crouched while not touching the ground if they exit the ground
*********************************************************** TODO *****************************************************
procedural animation
https://www.youtube.com/watch?v=qlfh_rv6khY
maybe no constraints on final boss and reactor?
constraints balance
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
-1 choice
2x ammo costs
maybe nerf...
0 duplication
50% max energy
50% max health
bots follow slow
0.1x damage after a power up
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
0.5x energy regen
each difficulty setting adds a chance for a random effect
make some effects only possible on certain levels, or with certain bosses?
not implemented random constraint ideas________________________
if player takes too long on a level
spawn mobs at the end of player's history
give a warning before they spawn
black holes, sneakers, bullets
mob death spawns something
bullets
mob bullets
bosses heals nearby mobs
ammo power ups give 0.7x ammo
2x energy costs
0.5x energy regen from all sources
2x research costs
mobs slowly regen health
exit door takes 10x time to open,
@@ -108,6 +104,12 @@ each difficulty setting adds a chance for a random effect
explosions do 0.5x damage
freeze effects last 0.25x time
tech: - lower damage taken over 10s to 0x but after taking damage increase damage taken to 1x
isn't this just CPT skin with less steps?
maybe skin
tech: - freezing grenades/explosions
tech: - randomize constraints somehow
in pause interface or power up selection menu?
each time you research the current constraints also randomize?