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
This commit is contained in:
landgreen
2024-06-02 21:43:42 -07:00
parent 507b0605d6
commit 63bfaba4a1
12 changed files with 1082 additions and 734 deletions

View File

@@ -358,7 +358,7 @@ const lore = {
setInterval(() => {
if (Math.random() < 0.5) {
spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
level.difficultyIncrease(simulation.difficultyMode)
// level.difficultyIncrease(simulation.difficultyMode)
} else {
spawn.randomLevelBoss(500 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5))
}
@@ -693,9 +693,9 @@ const lore = {
setInterval(() => {
spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
}, 500); //every 1/2 seconds
setInterval(() => {
level.difficultyIncrease(simulation.difficultyMode)
}, 5000); //every 5 seconds
// setInterval(() => {
// level.difficultyIncrease(simulation.difficultyMode)
// }, 5000); //every 5 seconds
},
() => {
lore.talkingColor = "#dff";