nematodes now wiggle their tail.  it's horrible
tech: transdimensional spores renamed transdimensional worms
  spawns spores -> worms

missiles:
  20% more ammo
  no longer fire rapidly on crouch
    instead crouch gives missile initial forward velocity
    no crouch makes the missiles recoil back before they accelerate forward
  tech: launch system - fire missiles 500% more rapidly, gives 25% ammo
    doesn't work with cruse missile
  tech: ICBM - cruse missile is even bigger and slower

pavilion has been added back to the map rotation
  this will make the game end at 13 again, and feel harder
  let me know if it's absence resulted in less NaN game crashes

reactor sprayBoss is now harder to kill

bug fixes
This commit is contained in:
landgreen
2022-04-11 06:58:22 -07:00
parent 2a5a4781a9
commit 51f4489ae6
6 changed files with 221 additions and 137 deletions

View File

@@ -8,7 +8,7 @@ const level = {
onLevel: -1,
levelsCleared: 0,
//see level.populateLevels: (intro, ... , reservoir, reactor, ... , gauntlet, final) added later
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"], //"pavilion"
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion"],
// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands"],
trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
@@ -17,15 +17,15 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.isHorizontalFlipped = true
// m.setField("metamaterial cloaking")
// b.giveGuns("drones")
// tech.giveTech("desublimated ammunition")
// tech.giveTech("smelting")
// tech.giveTech("smelting")
// tech.giveTech("616")
// b.giveGuns("missiles")
// tech.giveTech("nematodes")
// tech.giveTech("launch system")
// tech.giveTech("cruise missile")
// tech.giveTech("ICBM")
// tech.giveTech("grappling hook")
// tech.giveTech("coyote")
// tech.giveTech("annelids")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// for (let i = 0; i < 2; i++) tech.giveTech("corona discharge")
// for (let i = 0; i < 9; i++) tech.giveTech("annelids")
// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
// powerUps.research.changeRerolls(100000)
// for (let i = 0; i < 5; i++) tech.giveTech("corona discharge")
@@ -2551,7 +2551,7 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
//???
level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
m.addHealth(Infinity)
spawn.starter(1900, -500, 200) //big boy
@@ -2690,11 +2690,11 @@ const level = {
if (!isSpawnedBoss) {
isSpawnedBoss = true
if (Math.random() < 0.33) {
for (let i = 0, len = Math.min(simulation.difficulty / 20, 6); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
for (let i = 0, len = Math.min(simulation.difficulty / 15, 7); 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 / 9, 8); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
for (let i = 0, len = Math.min(simulation.difficulty / 8, 8); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
} else {
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 = Math.min(simulation.difficulty / 5, 11); 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)
}