frequency doubling
some tech is now only 50% likely to show up I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency reset on experiment menu should now clear power ups and bullets fixed bug with no heals
This commit is contained in:
@@ -680,7 +680,6 @@ const powerUps = {
|
||||
if (
|
||||
(!tech.isSuperDeterminism || (target === 'tech' || target === 'heal' || target === 'ammo')) &&
|
||||
!(tech.isEnergyNoAmmo && target === 'ammo') &&
|
||||
!(tech.isNoHeals || target === 'heal') &&
|
||||
(!simulation.isNoPowerUps || (target === 'research' || target === 'heal' || target === 'ammo'))
|
||||
) {
|
||||
powerUps.directSpawn(x, y, target, moving, mode, size)
|
||||
|
||||
Reference in New Issue
Block a user