diff --git a/js/level.js b/js/level.js
index b7c70e1..9b14bc9 100644
--- a/js/level.js
+++ b/js/level.js
@@ -155,8 +155,8 @@ const level = {
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
// spawn.nodeBoss(1200, -500, "launcher")
- spawn.snakeBoss(1200, -500)
- // spawn.timeSkipBoss(2900, -500)
+ // spawn.snakeBoss(1200, -500)
+ spawn.powerUpBoss(2900, -500)
// spawn.randomMob(1600, -500)
},
template() {
diff --git a/js/mods.js b/js/mods.js
index 31bfd48..8691cc2 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -938,7 +938,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return (mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0 || mod.isRailEnergyGain || mod.isWormholeEnergy || mod.iceEnergy > 0) && mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing"
+ return mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0 || mod.isRailEnergyGain || mod.isWormholeEnergy || mod.iceEnergy > 0
},
requires: "a source of overfilled energy",
effect() {
@@ -3073,9 +3073,9 @@ const mod = {
isNonRefundable: true,
isCustomHide: true,
allowed() {
- return true
+ return !mod.isEnergyNoAmmo
},
- requires: "",
+ requires: "not exciton lattice",
effect() {
for (let i = 0; i < 6; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
diff --git a/js/player.js b/js/player.js
index 4e5d05a..3c79341 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1342,25 +1342,25 @@ const mech = {
description: "use energy to block mobs
excess energy used to build drones
double your default energy regeneration",
effect: () => {
mech.hold = function() {
- if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && input.field) {
+ if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field) {
if (mod.isSporeField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
- const len = Math.floor(6 + 5 * Math.random())
- mech.energy -= len * 0.09;
+ const len = Math.floor(5 + 5 * Math.random())
+ mech.energy -= len * 0.1;
for (let i = 0; i < len; i++) {
b.spore(mech.pos)
}
} else if (mod.isMissileField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
- mech.energy -= 0.45;
+ mech.energy -= 0.5;
b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1, mod.recursiveMissiles)
} else if (mod.isIceField) {
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
- mech.energy -= 0.04;
+ mech.energy -= 0.05;
b.iceIX(1)
} else {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
- mech.energy -= 0.33;
+ mech.energy -= 0.35;
b.drone(1)
}
}
diff --git a/js/spawn.js b/js/spawn.js
index d82e596..7abda2b 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -540,8 +540,13 @@ const spawn = {
me.onDeath = function() {
this.leaveBody = false;
this.dropPowerUp = false;
-
- if (vertices > 3) spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
+ if (vertices > 3) {
+ spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
+ Matter.Body.setVelocity(mob[mob.length - 1], {
+ x: this.velocity.x,
+ y: this.velocity.y
+ })
+ }
for (let i = 0; i < powerUp.length; i++) {
powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
}
diff --git a/todo.txt b/todo.txt
index f4290e9..d4efe00 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,11 +1,11 @@
*********** NEXT PATCH ***********
-snake boss is updated
- -fear the snake
+power up boss no longer slows down after each time you kill it
+ - fear the power up boss
-mod neutron bomb: vacuum permittivity - gets a larger radius and a slow effect
-
-bosses are only stunned for 1/5 of the normal stun time
+holding down the field button will stop nano-scale field from converting energy into bullets
+ energy costs have been increased a bit
+ nano scale can now use mod - supercapacitor
************** BUGS **************