surface plasmons
retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
no longer provides immunity for 1 second after exiting rewind
spawns 20% fewer bots
deflecting changes
shielded mobs take 50% more energy to deflect
deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
also you can't passively regen energy while shield is disabled
standing wave rework
coupling gives iceIX -> max energy
expansion gives deflection efficiency -> +50 max energy
spherical harmonics gives 40 -> 50% deflection efficiency
electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
also 0.15 -> 0.22% damage per energy
dynamic equilibrium is no longer unlocked by standing wave
tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction
added a generic system to add code that loops for a set time
Example code:
simulation.ephemera.push({
name: "uniqueName",
count: 60, //cycles before it self removes
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
//run code here
},
})
some bug fixes
also new bugs probably
This commit is contained in:
@@ -4988,7 +4988,7 @@ const b = {
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cd: 0,
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fireCount: 0,
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fireLimit: 5 + 2 * tech.isFoamBotUpgrade,
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delay: Math.floor((175 + (tech.isFoamBotUpgrade ? 0 : 250)) * b.fireCDscale),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
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delay: Math.floor((150 + (tech.isFoamBotUpgrade ? 0 : 250)) * b.fireCDscale),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
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acceleration: 0.005 * (1 + 0.5 * Math.random()),
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range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(), //how far from the player the bot will move
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endCycle: Infinity,
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