Bitter electromagnet
harpoon
default fire rate is 10% higher
default harpoon range 15% higher
railgun
tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
area effect damage is increased 20%, scales with bitter electromagnet and total charge
charging longer increases harpoon velocity/damage by up to 30%
contributions to charge time are more uniform between:
crouching, fire rate, Bitter electromagnet, and capacitor bank
auto aims no longer disabled on crouch
emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
cache 16->15x ammo
many-worlds 1->0 research to enter an alternate reality on each new level
finalBoss
health decays a bit faster
spawns 6 mobs at each health threshold
spawns from the different modes are reduced
boss laser damage is 25% reduced
hoppers spawn from the slime tunnel
JUNKtech: random - gives random +damage
bug fixes
This commit is contained in:
@@ -2385,11 +2385,15 @@ const m = {
|
||||
if (this.circleRadius < this.radiusLimit) this.reset()
|
||||
},
|
||||
reset() {
|
||||
// console.log(this.circleRadius)
|
||||
const scale = 1 / m.plasmaBall.circleRadius
|
||||
Matter.Body.scale(m.plasmaBall, scale, scale); //grow
|
||||
// console.log(this.circleRadius)
|
||||
// this.circleRadius = 0
|
||||
this.alpha = 0.7
|
||||
this.isOn = false
|
||||
this.isPopping = false
|
||||
// this.isAttached = true;
|
||||
},
|
||||
do() {
|
||||
if (this.isOn) {
|
||||
|
||||
Reference in New Issue
Block a user