propagation tech fixed
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@@ -4015,7 +4015,7 @@ const b = {
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.beginPath();
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ctx.beginPath();
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const end = 75 * Math.sqrt(tech.isBulletsLastLonger) * tech.waveBeamSpeed / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
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const end = 750 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
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const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
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const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
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for (let i = this.waves.length - 1; i > -1; i--) {
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for (let i = this.waves.length - 1; i > -1; i--) {
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@@ -4097,7 +4097,7 @@ const b = {
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.beginPath();
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ctx.beginPath();
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const end = 125 * tech.isBulletsLastLonger * tech.waveBeamSpeed / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
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const end = 1250 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
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const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
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const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
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for (let i = this.waves.length - 1; i > -1; i--) {
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for (let i = this.waves.length - 1; i > -1; i--) {
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11
todo.txt
11
todo.txt
@@ -1,17 +1,6 @@
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******************************************************** NEXT PATCH ********************************************************
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******************************************************** NEXT PATCH ********************************************************
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"pressure wave" renamed "phonon"
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tech packet length removed
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most wave beam tech is now compatible with phonon
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wave beam tech: isotropic radiator - phonon has shorter range but expands in every direction
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drone tech: torque bursts - teleport towards targets and do 30% more collision damage
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irradiated drones do 33% more damage, 33% less collisions damage
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5% more ammo, 30% less range, don't lose duration on collisions
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pseudoscience only gets 3 free rerolls per tech
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******************************************************** TODO ********************************************************
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******************************************************** TODO ********************************************************
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