irradiated drones
irradiated drones
new tech: beta radiation - double damage and half lifespan
now don't clump as often, to make the graphics look better
effective radius now includes edges of mobs, not just centers
so they work better on large radius mobs
do 50% more damage, but have a 10% smaller radius and last 3 second shorter time and 80% less ammo (was 75%)
irradiated drones can't get a slowing effect anymore
it was just too annoying
nano-scale can now unlock irradiated drone tech properly
nano-scale now drains more energy per irradiated drone, to scale with the higher ammo costs
time dilation field is now just called "time dilation"
constraints under time dilation is less buggy, but still a bit buggy
This commit is contained in:
22
js/player.js
22
js/player.js
@@ -1683,7 +1683,7 @@ const m = {
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m.energy -= 0.04;
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b.iceIX(1)
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} else if (tech.isDroneRadioactive) {
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m.energy -= 1;
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m.energy -= 1.5; //almost 5x drain of normal drones
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b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 25)
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} else {
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m.energy -= 0.45 * tech.droneEnergyReduction;
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@@ -1916,7 +1916,7 @@ const m = {
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}
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},
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{
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name: "time dilation field",
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name: "time dilation",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped<br>mobs still do <strong class='color-harm'>harm</strong> while time is stopped",
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effect: () => {
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// m.fieldMeterColor = "#000"
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@@ -1960,13 +1960,19 @@ const m = {
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sleep(mob);
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sleep(body);
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sleep(bullet);
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// for (let i = 0, len = cons.length; i < len; i++) {
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// Matter.Body.setVelocity(cons[i].bodyB, {
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// x: 0,
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// y: 0
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// });
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// }
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//doesn't really work, just slows down constraints
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for (let i = 0, len = cons.length; i < len; i++) {
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if (cons[i].stiffness !== 0) {
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cons[i].storeStiffness = cons[i].stiffness;
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cons[i].stiffness = 0;
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}
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}
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// for (let i = 0, len = cons.length; i < len; i++) {
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// if (cons[i].stiffness !== 0) {
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// cons[i].storeStiffness = cons[i].stiffness;
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// cons[i].stiffness = 0;
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// }
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// }
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simulation.cycle--; //pause all functions that depend on game cycle increasing
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if (tech.isTimeSkip) {
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