cheaper lore
number of undefined tech needed to get lore is now lower at higher difficulty modes bug fixes
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@@ -317,10 +317,13 @@ const spawn = {
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//add lore level as next level if player took lore tech earlier in the game
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if (lore.techCount > (lore.techGoal - 1) && !simulation.isCheating) {
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}<br>level.levels.push("<span class='lore-text'>null</span>")`);
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level.levels.push("null")
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}`, 360);
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setTimeout(function() {
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simulation.makeTextLog(`level.levels.push("<span class='lore-text'>null</span>")`, 720);
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unlockExit()
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level.levels.push("null")
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}, 4000);
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//remove block map element so exit is clear
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unlockExit()
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} else { //reset game
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let count = 0
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