JUNK percents
JUNK tech: facsimile - copy current level and insert into level queue JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options) the percent values may seem like more but I actually lowered the JUNK chance about 10% meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research) symbiosis: only gives 1 bonus tech (was 1 or 2) blink boss rebalanced (it's easier, and has two modes) bug fixes
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13
js/level.js
13
js/level.js
@@ -22,7 +22,7 @@ const level = {
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// tech.giveTech("rivet gun")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("all-stars")
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// for (let i = 0; i < 9; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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// tech.isCancelDuplication = true
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@@ -2316,7 +2316,7 @@ const level = {
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// spawn.laserBombingBoss(1900, -500)
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.slashBoss(1900, -500)
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spawn.sucker(1900, -500)
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// spawn.sucker(1900, -500)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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// mob[mob.length - 1].isShielded = true
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// spawn.growBossCulture(1200, -500)
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@@ -2332,7 +2332,7 @@ const level = {
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// spawn.nodeGroup(1200, -500, "grenadier")
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// spawn.nodeGroup(1800, -500, "grenadier")
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// spawn.nodeGroup(1200, 0, "grenadier")
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// spawn.snakeBoss(1200, -500)
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spawn.blinkBoss(1200, -500)
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// spawn.suckerBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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},
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@@ -2931,12 +2931,7 @@ const level = {
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spawn.randomMob(-75, -1475, 0);
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spawn.randomGroup(600, -2600, 0);
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}
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if (simulation.difficulty < 10) {
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spawn.randomMob(700, -1650, 0);
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spawn.randomMob(600, -3500, 0.2);
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spawn.randomMob(-75, -1175, 0.2);
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powerUps.spawnBossPowerUp(-125, -1760);
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} else {
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if (simulation.difficulty < 1) {
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if (Math.random() < 0.5) {
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spawn.randomLevelBoss(700, -1550);
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} else {
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