tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
  railgun has auto-targeting, like harpoon
    the aiming graphic is gone
  disables filament, reticulum, toggling
  unlocks capacitor bank

mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo

harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks

bugfixes
This commit is contained in:
landgreen
2022-02-19 13:21:33 -08:00
parent e913fb3548
commit 33fe8faff9
8 changed files with 907 additions and 720 deletions

View File

@@ -17,20 +17,20 @@ const level = {
// simulation.isHorizontalFlipped = true
// m.setField("time dilation")
// b.giveGuns("harpoon")
// for (let i = 0; i < 100; i++) tech.giveTech("slow light")
// tech.giveTech("tungsten carbide")
// tech.giveTech("unaaq")
// tech.giveTech("railgun")
// tech.giveTech("capacitor bank")
// tech.giveTech("half-wave rectifier")
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// tech.giveTech("tinsellated flagella")
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
// tech.giveTech("decoherence")
// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
// powerUps.research.changeRerolls(100000)
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
// tech.tech[297].frequency = 100
// m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(8) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
// level.reactor();
// level.testing(); //not in rotation, used for testing
@@ -128,30 +128,29 @@ const level = {
m.dmgScale = 1; //damage done by player decreases each level
simulation.accelScale = 1 //mob acceleration increases each level
simulation.CDScale = 1 //mob CD time decreases each level
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs increases each level
simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
},
difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) {
simulation.difficulty++
m.dmgScale *= 0.92; //damage done by player decreases each level
m.dmgScale *= 0.925; //damage done by player decreases each level
if (simulation.accelScale < 6) simulation.accelScale *= 1.025 //mob acceleration increases each level
if (simulation.CDScale > 0.15) simulation.CDScale *= 0.965 //mob CD time decreases each level
}
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels
simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
// console.log(`CD = ${simulation.CDScale}`)
},
difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
for (let i = 0; i < num; i++) {
simulation.difficulty--
m.dmgScale /= 0.92; //damage done by player decreases each level
m.dmgScale /= 0.925; //damage done by player decreases each level
if (simulation.accelScale > 1) simulation.accelScale /= 1.025 //mob acceleration increases each level
if (simulation.CDScale < 1) simulation.CDScale /= 0.965 //mob CD time decreases each level
}
if (simulation.difficulty < 1) simulation.difficulty = 0;
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels
if (simulation.dmgScale < 0.1) simulation.dmgScale = 0.1;
simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055)
},
difficultyText() {
@@ -2701,11 +2700,11 @@ const level = {
if (!isSpawnedBoss) {
isSpawnedBoss = true
if (Math.random() < 0.33) {
for (let i = 0, len = Math.min(simulation.difficulty / 20, 5); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
for (let i = 0, len = Math.min(simulation.difficulty / 20, 6); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
} else if (Math.random() < 0.5) {
for (let i = 0, len = Math.min(simulation.difficulty / 10, 10); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
for (let i = 0, len = Math.min(simulation.difficulty / 9, 8); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
} else {
for (let i = 0, len = Math.min(simulation.difficulty / 8, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
for (let i = 0, len = Math.min(simulation.difficulty / 6, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
}
// for (let i = 0, len = 3 + simulation.difficulty / 20; i < len; ++i) spawn.mantisBoss(1487 + 300 * i, -1525, 35, false)
}