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:
32
js/spawn.js
32
js/spawn.js
@@ -101,24 +101,24 @@ const spawn = {
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level.exit.x = 5500;
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level.exit.y = -330;
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//ramp up damage
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// for (let i = 0; i < 2; i++) level.difficultyIncrease(simulation.difficultyMode)
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for (let i = 0; i < 3; i++) level.difficultyIncrease(simulation.difficultyMode)
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//set game to the next highest difficulty level if not on why
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if (simulation.difficultyMode < 6) {
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if (simulation.difficultyMode === 0) {
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simulation.difficultyMode = 1
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} else if (simulation.difficultyMode === 1) {
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simulation.difficultyMode = 2
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} else if (simulation.difficultyMode === 2) {
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simulation.difficultyMode = 4
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} else {
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simulation.difficultyMode = 6
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}
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document.getElementById("difficulty-select").value = simulation.difficultyMode
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localSettings.difficultyMode = simulation.difficultyMode
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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simulation.makeTextLog(`<span class='color-var'>simulation</span>.difficultyMode<span class='color-symbol'>++</span>`);
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}
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// if (simulation.difficultyMode < 6) {
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// if (simulation.difficultyMode === 0) {
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// simulation.difficultyMode = 1
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// } else if (simulation.difficultyMode === 1) {
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// simulation.difficultyMode = 2
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// } else if (simulation.difficultyMode === 2) {
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// simulation.difficultyMode = 4
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// } else {
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// simulation.difficultyMode = 6
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// }
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// document.getElementById("difficulty-select").value = simulation.difficultyMode
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// localSettings.difficultyMode = simulation.difficultyMode
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// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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// simulation.makeTextLog(`<span class='color-var'>simulation</span>.difficultyMode<span class='color-symbol'>++</span>`);
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// }
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//pull in particles
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for (let i = 0, len = body.length; i < len; ++i) {
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