laser delay
laser energy drain and damage now scale with fire delay effects no change for pulse since it already has a fire delay explosion harm to player no longer scales with explosion radius explosion damage will treat all explosions the same as a basic grenade explosion large radius explosions are much safer acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions CPT only triggers from damage above 1% per game cycle so no trigger from slime hazards or black holes or mob auras level: reactor has a horizontal flipped mode regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken JUNK tech: return - go back to the intro level, but keep your tech bug fixes
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@@ -289,6 +289,7 @@ const spawn = {
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Composite.add(engine.world, me.constraint);
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}, 2000); //add in a delay in case the level gets flipped left right
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me.isBoss = true;
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me.isFinalBoss = true;
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me.frictionAir = 0.01;
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me.memory = Infinity;
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me.hasRunDeathScript = false
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@@ -956,7 +957,7 @@ const spawn = {
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me.isCell = true;
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me.cellID = cellID
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me.accelMag = 0.000165 * simulation.accelScale;
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me.memory = 40;
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me.memory = Infinity;
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me.isVerticesChange = true
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me.frictionAir = 0.012
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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