constraints and gel hair

difficulty
  difficulty level 6 adds flat damage and damage taken
  bonus tech no longer spawns on level 2 and 3 on difficulty level 6
  at the end of subway you get 1 tech, but not on difficulty level 6
  difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
  50% JUNK chance
  4x shielded mob chance
  power ups are sent to next level
  +33% chance for mobs to respawn
  -1 choice
  2x ammo costs
  duplication is set to zero
  50% max energy
  50% max health
  bots follow slow
  full damage taken after boss dies
  0.1x damage after a power up
  mob death heals mobs
  mobs heal for your lost health
  periodically spawn WIMPs

exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
  damage boost has a unique gel/hair aura for each skin
  damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
  but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
  they no longer teleport to the exit, sorry

Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
  not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
  this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
  this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
  preventing an endless toggle

bug fixes
  fleas no longer die early after hitting a high health target only once
  something with super ball density calculations for tech rebound
  grabbing a big block can make grappling hook go flying
    added 3 potential fixes, but the bug is too rare know if it's fixed
This commit is contained in:
landgreen
2024-08-12 16:34:33 -07:00
parent 8dacb023c0
commit 52046ca88b
12 changed files with 1425 additions and 893 deletions

View File

@@ -443,7 +443,7 @@ const build = {
build.generatePauseLeft() //makes the left side of the pause menu with the tech
build.generatePauseRight() //makes the right side of the pause menu with the tech
// build.sortTech('') //sorts tech into the order the player got them using tech.tech[i].cycle = m.cycle
document.getElementById("tech").style.display = "none"
document.getElementById("right-HUD").style.display = "none"
document.getElementById("guns").style.display = "none"
document.getElementById("field").style.display = "none"
document.getElementById("health").style.display = "none"
@@ -496,7 +496,7 @@ const build = {
<span style="float: right;">mass ${player.mass.toFixed(1)}</span>
${m.coupling ? `<br><span style = 'font-size:90%;'>` + m.couplingDescription(m.coupling) + `</span> from ${(m.coupling).toFixed(0)} ${powerUps.orb.coupling(1)}` : ""}
<br><strong class='color-dup'>duplication</strong> ${(tech.duplicationChance() * 100).toFixed(0)}%
<span style="float: right;"><strong class='color-junk'>JUNK</strong> ${(100 * tech.junkChance).toFixed(0)}%</span>
<span style="float: right;"><strong class='color-junk'>JUNK</strong> ${(100 * (tech.junkChance + level.junkAdded)).toFixed(0)}%</span>
${botText}
<br>
<br> ${level.levelAnnounce()}
@@ -518,15 +518,16 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
<details id="difficulty-parameters-details" style="padding: 0 8px;">
<summary>difficulty parameters</summary>
<div class="pause-details">
${simulation.difficultyMode > 0 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>` : " "}
${simulation.difficultyMode > 1 ? `<div class="pause-difficulty-row"><strong>-5</strong> initial <strong>power ups</strong><br><strong>faster</strong> mobs and <strong>more</strong> mobs</div>` : " "}
${simulation.difficultyMode > 2 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>` : " "}
${simulation.difficultyMode > 3 ? `<div class="pause-difficulty-row"><strong>+1</strong> boss per level<br><strong>-1</strong> ${powerUps.orb.tech()} per boss</div>` : " "}
${simulation.difficultyMode > 4 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>` : " "}
${simulation.difficultyMode > 5 ? `<div class="pause-difficulty-row"><strong>3x</strong> chance for <strong>shielded</strong> mobs<br><strong>-3</strong> initial power ups</div>` : " "}
${simulation.difficultyMode > 0 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.2x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> boss on each level</div>` : " "}
${simulation.difficultyMode > 1 ? `<div class="pause-difficulty-row"><strong>more</strong> mob per level<br><strong>faster</strong> mobs per level</div>` : " "}
${simulation.difficultyMode > 2 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.2x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> random <strong class="constraint">constraint</strong> on each level</div>` : " "}
${simulation.difficultyMode > 3 ? `<div class="pause-difficulty-row"><strong>+1</strong> boss on each level<br>bosses spawn <strong>1</strong> fewer ${powerUps.orb.tech()}</div>` : " "}
${simulation.difficultyMode > 4 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.2x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> random <strong class="constraint">constraint</strong> on each level</div>` : " "}
${simulation.difficultyMode > 5 ? `<div class="pause-difficulty-row"><strong>0.5x</strong> initial <strong class='color-d'>damage</strong><br><strong>2x</strong> initial <strong class='color-defense'>damage taken</strong></div>` : " "}
</div>
</details>
</div>`
${simulation.difficultyMode > 2 ? `<details id="constraints-details" style="padding: 0 8px;"><summary>active constraints</summary><div class="pause-details"><span class="constraint">${level.constraintDescription1}<br>${level.constraintDescription2}</span></div></details>` : ""}
</div>`
if (!localSettings.isHideHUD) text += `<div class="pause-grid-module card-background" style="height:auto;">
<details id = "console-log-details" style="padding: 0 8px;">
<summary>console log</summary>
@@ -577,6 +578,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
document.getElementById("simulation-variables-details").open = localSettings.pauseMenuDetailsOpen[0]
document.getElementById("difficulty-parameters-details").open = localSettings.pauseMenuDetailsOpen[1]
document.getElementById("console-log-details").open = localSettings.pauseMenuDetailsOpen[2]
if (document.getElementById("constraints-details")) document.getElementById("constraints-details").open = localSettings.pauseMenuDetailsOpen[3]
}
});
},
@@ -742,6 +744,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
if (document.getElementById("simulation-variables-details")) localSettings.pauseMenuDetailsOpen[0] = document.getElementById("simulation-variables-details").open
if (document.getElementById("difficulty-parameters-details")) localSettings.pauseMenuDetailsOpen[1] = document.getElementById("difficulty-parameters-details").open
if (document.getElementById("console-log-details")) localSettings.pauseMenuDetailsOpen[2] = document.getElementById("console-log-details").open
if (document.getElementById("constraints-details")) localSettings.pauseMenuDetailsOpen[3] = document.getElementById("constraints-details").open
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
@@ -755,7 +758,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
document.getElementById("health-bg").style.display = "inline"
}
if (!localSettings.isHideHUD) {
document.getElementById("tech").style.display = "inline"
document.getElementById("right-HUD").style.display = "inline"
document.getElementById("defense-bar").style.display = "inline"
document.getElementById("damage-bar").style.display = "inline"
}
@@ -1404,7 +1407,6 @@ window.addEventListener("keydown", function (event) {
simulation.previousGun();
break
case input.key.pause:
if (input.isPauseKeyReady && m.alive && !build.isExperimentSelection) {
input.isPauseKeyReady = false
setTimeout(function () { input.isPauseKeyReady = true }, 300);
@@ -1464,7 +1466,7 @@ window.addEventListener("keydown", function (event) {
break
case input.key.testing:
if (m.alive && localSettings.loreCount > 0 && !simulation.paused && !build.isExperimentSelection) {
if (simulation.difficultyMode > 4) {
if (simulation.difficultyMode > 5) {
simulation.inGameConsole("<em>testing mode disabled for this difficulty</em>");
break
}
@@ -1686,7 +1688,7 @@ window.addEventListener("keydown", function (event) {
case "l":
document.getElementById("field").style.display = "none"
document.getElementById("guns").style.display = "none"
document.getElementById("tech").style.display = "none"
document.getElementById("right-HUD").style.display = "none"
break
}
}
@@ -1841,7 +1843,7 @@ if (localSettings.isAllowed && !localSettings.isEmpty) {
lore.setTechGoal()
if (localSettings.pauseMenuDetailsOpen === undefined) {
localSettings.pauseMenuDetailsOpen = [true, false, false]
localSettings.pauseMenuDetailsOpen = [true, false, false, true]
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
} else {
@@ -1865,7 +1867,7 @@ if (localSettings.isAllowed && !localSettings.isEmpty) {
key: undefined,
isHideImages: true, //default to hide images
isHideHUD: false,
pauseMenuDetailsOpen: [true, false, false]
pauseMenuDetailsOpen: [true, false, false, true]
};
input.setDefault()
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage