cheaper lore
number of undefined tech needed to get lore is now lower at higher difficulty modes bug fixes
This commit is contained in:
@@ -2431,7 +2431,7 @@ const m = {
|
||||
let isMobsAround = false
|
||||
const stunRange = m.fieldDrawRadius * 1.5
|
||||
const drain = 0.15
|
||||
const stunTime = 180
|
||||
const stunTime = 240
|
||||
if (m.energy > drain) {
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 && !mob[i].isBadTarget) {
|
||||
|
||||
Reference in New Issue
Block a user