balance
over all game difficulty scaling occurs faster
your damage will feel lower, and you will take more harm,
so you should probably play on a lower difficulty
tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
tech: inertial frame is removed
tech: automatic is now a junk tech
balance:
dead reckoning gives 36% damage when at rest (was 30%)
overcharge gives 10 more energy, but adds 10 junk tech
1st ionization energy gives 6 energy per heal (was 5)
dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
Ψ(t) collapse spawns 3 more research, so it's at 15
fragmentation gives 30% more nails for railgun
ammonium nitrate +25% (was 20%)
generalist gives 8 guns (was 6)
arsenal gives 10% per gun (was 14%)
rivet gun fires 25% faster, rivets are 15% larger
shotgun slug is 33% bigger
missile bot fires 10% more often
tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
beamSplitter has a 20% lower divergence
nano manufacturing tech is all buffed 15%
traversable geodesics gives 2 guns and ammo (was 1)
mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
zoospore vector has an 11% chance to spawn (was 9%)
negentropy spawns a heal for every 33 missing health (was 50 health)
exciton-lattice gives 60% damage
thermocouple spawns 1-8 ice-IX (was 1-5)
WIMPs spawn 2-6 research (was 2-3)
quantum immortality reduces harm by 33% (was 23%)
commodities exchange gives 10 power ups (was 8)
super balls are 17% bigger (this means they do about 25% more damage)
exothermic process increases damage by (was 45%)
heat engine increases damage by 50% (was 40%)
replication gives 10% duplication chance (was 8%)
stimulated emission gives 22% duplication chance
futures exchange gives 4.7% duplication chance per cancel (was 4.3%)
needles are 10% slower and do 15% more damage
bug fixes:
reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
hazards on horizontal flipped levels now correctly do damage
ship mode aims properly after you die
although it still doesn't reset
experiment mode selections are highlighted better
This commit is contained in:
64
js/bullet.js
64
js/bullet.js
@@ -9,12 +9,14 @@ const b = {
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setFireMethod() {
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if (tech.isFireMoveLock) {
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b.fire = b.fireFloat
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} else if (tech.isFireNotMove) {
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if (tech.isAlwaysFire) {
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b.fire = b.fireNotMoveAlwaysFire
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} else {
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b.fire = b.fireNotMove
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}
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// } else if (tech.isFireNotMove) {
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// if (tech.isAlwaysFire) {
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// b.fire = b.fireAlwaysFire
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// } else {
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// b.fire = b.fireNotMove
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// }
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} else if (tech.isAlwaysFire) {
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b.fire = b.fireAlwaysFire
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} else {
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b.fire = b.fireNormal
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}
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@@ -46,7 +48,7 @@ const b = {
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b.guns[b.activeGun].do();
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}
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},
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fireNotMoveAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
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fireAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
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if (b.inventory.length) {
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if (m.fireCDcycle < m.cycle && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
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if (b.guns[b.activeGun].ammo > 0) {
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@@ -222,7 +224,7 @@ const b = {
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setFireCD() {
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b.fireCD = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage / tech.fastTime
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if (tech.isFireRateForGuns) b.fireCD *= Math.pow(0.86, b.inventory.length)
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if (tech.isFireNotMove) b.fireCD *= 0.33
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if (tech.isFireMoveLock) b.fireCD *= 0.5
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},
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fireAttributes(dir, rotate = true) {
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if (rotate) {
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@@ -1579,7 +1581,7 @@ const b = {
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 2,
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lookFrequency: 67 + Math.floor(7 * Math.random()),
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drain: 0.7 * tech.isLaserDiode * tech.laserFieldDrain,
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drain: 0.6 * tech.isLaserDiode * tech.laserFieldDrain,
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isArmed: false,
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torqueMagnitude: 0.000003 * (Math.round(Math.random()) ? 1 : -1),
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range: 1500,
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@@ -1728,7 +1730,7 @@ const b = {
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sentry() {
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this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
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this.lookFrequency = simulation.cycle + 60
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this.endCycle = simulation.cycle + 1260
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this.endCycle = simulation.cycle + 1620
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this.do = function() { //overwrite the do method for this bullet
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this.force.y += this.mass * 0.002; //extra gravity
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if (simulation.cycle > this.lookFrequency) {
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@@ -1759,7 +1761,7 @@ const b = {
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this.force.y += this.mass * 0.002; //extra gravity
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if (simulation.cycle > this.lookFrequency) {
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this.isArmed = true
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this.lookFrequency = 50 + Math.floor(27 * Math.random())
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this.lookFrequency = 55 + Math.floor(22 * Math.random())
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simulation.drawList.push({
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x: this.position.x,
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y: this.position.y,
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@@ -1786,7 +1788,7 @@ const b = {
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},
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onEnd() {
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if (this.isArmed) {
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b.targetedNail(this.position, 18)
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b.targetedNail(this.position, 22)
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}
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if (tech.isMineAmmoBack && (!this.isArmed || Math.random() < 0.2)) { //get ammo back from tech.isMineAmmoBack
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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@@ -1823,7 +1825,7 @@ const b = {
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angle: Math.random() * 2 * Math.PI,
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friction: 0,
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frictionAir: 0.025,
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thrust: (tech.isFastSpores ? 0.001 : 0.0004) * (1 + 0.3 * (Math.random() - 0.5)),
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thrust: (tech.isFastSpores ? 0.0009 : 0.00045) * (1 + 0.3 * (Math.random() - 0.5)),
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dmg: tech.isMutualism ? 16.8 : 7, //bonus damage from tech.isMutualism
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lookFrequency: 100 + Math.floor(117 * Math.random()),
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classType: "bullet",
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@@ -2436,6 +2438,7 @@ const b = {
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b.zeroBotCount()
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b.clearPermanentBots()
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for (let i = 0; i < totalTechToConvert; i++) tech.giveTech(type) //spawn tech for the correct bot type
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//find index of new bot type tech effect
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let index = null
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for (let i = 0; i < tech.tech.length; i++) {
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@@ -2445,6 +2448,13 @@ const b = {
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}
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}
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for (let i = 0, len = totalPermanentBots - totalTechToConvert; i < len; i++) tech.tech[index].effect(); //also convert any permanent bots that didn't come from a tech
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//in experiment mode set the unselect color for bot tech that was converted
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if (build.isExperimentSelection) {
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}
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},
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clearPermanentBots() {
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for (let i = 0; i < bullet.length; i++) {
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@@ -2679,7 +2689,7 @@ const b = {
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minDmgSpeed: 2,
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lookFrequency: 70,
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cd: 0,
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delay: 90,
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delay: 80,
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range: 70 + 3 * b.totalBots(),
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endCycle: Infinity,
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classType: "bullet",
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@@ -3298,7 +3308,7 @@ const b = {
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, tech.isFastRadiation ? 12 : 3, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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} else {
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let dmg = b.dmgScale * 3.75
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let dmg = b.dmgScale * 4.5
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if (tech.isCrit && who.isStunned) dmg *= 4
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who.damage(dmg, tech.isNeedleShieldPierce);
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simulation.drawList.push({ //add dmg to draw queue
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@@ -3326,7 +3336,7 @@ const b = {
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this.force.y += this.mass * 0.001; //no gravity until it slows down to improve aiming
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}
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};
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const SPEED = 100
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const SPEED = 90
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + SPEED * Math.cos(angle),
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y: m.Vy / 2 + SPEED * Math.sin(angle)
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@@ -3356,10 +3366,10 @@ const b = {
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// makeNeedle(m.angle - spread)
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},
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fireRivets() {
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 30 : 25) * b.fireCD); // cool down
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 17) * b.fireCD); // cool down
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const me = bullet.length;
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const size = tech.rivetSize * 6
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const size = tech.rivetSize * 7
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
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bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
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Matter.Body.setDensity(bullet[me], 0.002);
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@@ -3470,7 +3480,7 @@ const b = {
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if (tech.isSlugShot) {
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const me = bullet.length;
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const dir = m.angle + 0.02 * (Math.random() - 0.5)
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 45, 20, b.fireAttributes(dir));
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60, 27, b.fireAttributes(dir));
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Matter.Body.setDensity(bullet[me], 0.004);
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World.add(engine.world, bullet[me]); //add bullet to world
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@@ -3490,7 +3500,7 @@ const b = {
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} else {
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bullet[me].endCycle = simulation.cycle + 180
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}
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bullet[me].minDmgSpeed = 15
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bullet[me].minDmgSpeed = 7
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// bullet[me].restitution = 0.4
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bullet[me].frictionAir = 0.006;
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bullet[me].do = function() {
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@@ -3502,7 +3512,7 @@ const b = {
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x: Math.cos(this.angle),
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y: Math.sin(this.angle)
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}
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const mag = 0.0033
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const mag = 0.017
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if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
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this.torque += mag
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} else {
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@@ -3613,7 +3623,7 @@ const b = {
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if (tech.oneSuperBall) {
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let dir = m.angle
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const me = bullet.length;
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bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 20 * tech.bulletSize, b.fireAttributes(dir, false));
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bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 21 * tech.bulletSize, b.fireAttributes(dir, false));
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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@@ -3640,7 +3650,7 @@ const b = {
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let dir = m.angle - SPREAD * (tech.superBallNumber - 1) / 2;
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for (let i = 0; i < tech.superBallNumber; i++) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 7.5 * tech.bulletSize, b.fireAttributes(dir, false));
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bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 9 * tech.bulletSize, b.fireAttributes(dir, false));
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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@@ -4252,7 +4262,7 @@ const b = {
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// Matter.Body.setDensity(this, 0.001);
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}
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if (tech.fragments && this.speed > 10) {
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b.targetedNail(this.position, tech.fragments * 10)
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b.targetedNail(this.position, tech.fragments * 15)
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this.endCycle = 0 //triggers despawn
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}
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},
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@@ -4340,7 +4350,7 @@ const b = {
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// Matter.Body.setDensity(this, 0.001);
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}
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if (tech.fragments && this.speed > 10) {
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b.targetedNail(this.position, tech.fragments * 16)
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b.targetedNail(this.position, tech.fragments * 20)
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this.endCycle = 0 //triggers despawn
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}
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},
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@@ -4584,7 +4594,7 @@ const b = {
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if (this.charge > 5) {
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m.fireCDcycle = m.cycle + 35; // cool down
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if (tech.beamSplitter) {
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const divergence = m.crouch ? 0.2 : 0.5
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const divergence = m.crouch ? 0.15 : 0.35
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const angle = m.angle - tech.beamSplitter * divergence / 2
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for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
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} else {
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@@ -4639,7 +4649,7 @@ const b = {
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x: m.pos.x + 20 * Math.cos(m.angle),
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y: m.pos.y + 20 * Math.sin(m.angle)
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}
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const divergence = m.crouch ? 0.2 : 0.5
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const divergence = m.crouch ? 0.15 : 0.35
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const angle = m.angle - tech.beamSplitter * divergence / 2
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for (let i = 0; i < 1 + tech.beamSplitter; i++) {
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b.laser(where, {
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