wiggle
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:
24
js/level.js
24
js/level.js
@@ -8,7 +8,7 @@ const level = {
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onLevel: -1,
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levelsCleared: 0,
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//see level.populateLevels: (intro, ... , reservoir, reactor, ... , gauntlet, final) added later
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"], //"pavilion"
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion"],
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// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
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communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands"],
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trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
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@@ -17,15 +17,15 @@ const level = {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.isHorizontalFlipped = true
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// m.setField("metamaterial cloaking")
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// b.giveGuns("drones")
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// tech.giveTech("desublimated ammunition")
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// tech.giveTech("smelting")
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// tech.giveTech("smelting")
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// tech.giveTech("616")
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// b.giveGuns("missiles")
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// tech.giveTech("nematodes")
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// tech.giveTech("launch system")
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// tech.giveTech("cruise missile")
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// tech.giveTech("ICBM")
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// tech.giveTech("grappling hook")
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// tech.giveTech("coyote")
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// tech.giveTech("annelids")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// for (let i = 0; i < 2; i++) tech.giveTech("corona discharge")
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// for (let i = 0; i < 9; i++) tech.giveTech("annelids")
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// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
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// powerUps.research.changeRerolls(100000)
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// for (let i = 0; i < 5; i++) tech.giveTech("corona discharge")
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@@ -2551,7 +2551,7 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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m.addHealth(Infinity)
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spawn.starter(1900, -500, 200) //big boy
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@@ -2690,11 +2690,11 @@ const level = {
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if (!isSpawnedBoss) {
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isSpawnedBoss = true
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if (Math.random() < 0.33) {
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for (let i = 0, len = Math.min(simulation.difficulty / 20, 6); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
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for (let i = 0, len = Math.min(simulation.difficulty / 15, 7); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
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} else if (Math.random() < 0.5) {
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for (let i = 0, len = Math.min(simulation.difficulty / 9, 8); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
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for (let i = 0, len = Math.min(simulation.difficulty / 8, 8); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
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} else {
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for (let i = 0, len = Math.min(simulation.difficulty / 6, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
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for (let i = 0, len = Math.min(simulation.difficulty / 5, 11); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
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}
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// for (let i = 0, len = 3 + simulation.difficulty / 20; i < len; ++i) spawn.mantisBoss(1487 + 300 * i, -1525, 35, false)
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}
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