quenching
after beating the final boss the difficulty settings automatically opens quenching - double the damage and double the max health given aligned the effects more consistently with defense and difficulty based heal reduction prevented possible death by quenching fixed super balls bug
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@@ -45,8 +45,8 @@ const level = {
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// for (let i = 0; i < 1; i++) tech.giveTech("tungsten carbide")
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// for (let i = 0; i < 1; ++i) tech.giveTech("induction furnace")
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// for (let i = 0; i < 1; ++i) tech.giveTech("autonomous defense")
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// for (let i = 0; i < 1; ++i) tech.giveTech("quenching")
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// for (let i = 0; i < 3; ++i) tech.giveTech("adiabatic healing")
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
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// for (let i = 0; i < 100; i++) powerUps.directSpawn(1750, -500, "coupling");
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@@ -72,7 +72,7 @@ const level = {
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// simulation.setZoom();
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// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 450, m.pos.y + 50 * Math.random(), "boost");
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// for (let i = 0; i < 20; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "ammo");
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// for (let i = 0; i < 20; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "heal");
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// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "field", false);
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//lore testing
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// localSettings.isTrainingNotAttempted = true
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