level: lock
new level: lock
it's a work in progress
I'm looking for feedback:
anything confusing?
combat too hard/easy?
it will probably feel hard because you don't know the map yet
images are now hidden by default for new players
time dilation 18->15 energy/s
bug fixes:
extended CSS media rules and power up selection code to entanglement
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@@ -3399,7 +3399,7 @@ const tech = {
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{
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name: "technical debt", // overengineering
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descriptionFunction() {
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return `<strong>+300%</strong> <strong class='color-d'>damage</strong> <strong>–15%</strong> <strong class='color-d'>damage</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${Math.floor(100*(Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount) ))-100}%)</em>`
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return `<strong>+300%</strong> <strong class='color-d'>damage</strong> <strong>–15%</strong> <strong class='color-d'>damage</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(-${Math.floor(100*(Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount) ))-100}%)</em>`
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},
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maxCount: 1,
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count: 0,
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@@ -5276,7 +5276,7 @@ const tech = {
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allowed() {
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return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 2) && (tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
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},
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requires: "an explosive damage source, not electric reactive armor",
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requires: "an explosive damage source, not rocket propelled grenade",
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effect() {
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tech.isSmartRadius = true;
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for (let i = 0; i < 3; i++) {
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@@ -5345,7 +5345,7 @@ const tech = {
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b.setGrenadeMode()
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},
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remove() {
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tech.isImmuneExplosion = true;
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tech.isImmuneExplosion = false;
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tech.isRPG = false;
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b.setGrenadeMode()
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}
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