difficulty
difficulty rework difficulty adjusted through a power up on the initial level difficulty parameters are more precisely explained JUNK tech: difficulty - spawns a difficulty power up (only works before level 6) bots no longer benefit from increased fireRate shields have a chance spawn on almost all mobs (but not stealth mobs) level exit door animation is 33% faster power ups have fewer sides. It might improve game performance, but I can't tell the difference. 1.15x base wave bullets damage (bots, particles, and phonon) metamaterial absorber 25->30% chance to get power ups from mobs left alive apomixis is now a JUNK tech, and it requires duplication > 99% pilot wave field 2->3 extra choices plasma torch slows mobs more, and don't push mobs back as much fixed bug where plasma torch didn't get tech degenerate matter laserLayerBoss and layerLayer do 33% less damage mines aren't triggered by invulnerable mobs bug fixes
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@@ -358,7 +358,7 @@ const lore = {
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setInterval(() => {
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if (Math.random() < 0.5) {
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spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
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level.difficultyIncrease(simulation.difficultyMode)
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// level.difficultyIncrease(simulation.difficultyMode)
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} else {
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spawn.randomLevelBoss(500 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5))
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}
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@@ -693,9 +693,9 @@ const lore = {
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setInterval(() => {
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spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
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}, 500); //every 1/2 seconds
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setInterval(() => {
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level.difficultyIncrease(simulation.difficultyMode)
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}, 5000); //every 5 seconds
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// setInterval(() => {
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// level.difficultyIncrease(simulation.difficultyMode)
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// }, 5000); //every 5 seconds
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},
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() => {
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lore.talkingColor = "#dff";
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