nail gun rework

damage immunity graphic is more obvious
difficulty mode no longer increases after killing final boss (it was too confusing)

tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
  removed Galilean group

removed gun flechettes
removed critical bifrication
removed railroad ties
removed incendiary (for nail gun)

nail gun:
  needle gun: accurate, piercing mobs, fire 3 at a time
  rivet gun: accurate, ballistic arc, doesn't use much ammo
    tech: bigger rivets (9x stack)
  all nails
    radioactive 2s tick (about 70% damage increase)
      0.5s full tick
      4s longer tick
    critical hits -> explosion (from flechettes)
This commit is contained in:
landgreen
2021-01-16 08:30:27 -08:00
parent 8bcda6ebf6
commit 261977b774
9 changed files with 464 additions and 414 deletions

View File

@@ -13,13 +13,19 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(20)
// level.difficultyIncrease(30)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// mech.setField("plasma torch")
// b.giveGuns("laser")
// b.giveGuns("nail gun")
// tech.giveTech("rivet gun")
// tech.giveTech("needle gun")
// tech.giveTech("supercritical fission")
// tech.giveTech("irradiated nails")
// tech.giveTech("4s half-life")
// tech.giveTech("1/2s half-life")
// tech.isMineSentry = true
// tech.giveTech("diffuse beam")
// for (let i = 0; i < 60; i++) tech.giveTech("output coupler")
// tech.giveTech("missile-bot")
// tech.giveTech("nail-bot")
@@ -231,16 +237,16 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
// spawn.starter(1900, -500, 200) //big boy
spawn.starter(1900, -500, 200) //big boy
// spawn.exploder(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.striker(1600, -500)
spawn.shooter(1700, -120)
// spawn.shooter(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
// spawn.cellBossCulture(1600, -500)
spawn.streamBoss(1600, -500)
// spawn.streamBoss(1600, -500)
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);