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
This commit is contained in:
landgreen
2021-10-27 19:21:51 -07:00
parent 34b1a02981
commit 79e27978ec
11 changed files with 985 additions and 86 deletions

View File

@@ -111,7 +111,7 @@ const spawn = {
powerUps.research.changeRerolls(-4)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 4<br>${powerUps.research.count}`)
} else {
tech.addJunkTechToPool(49)
tech.addJunkTechToPool(0.49)
}
spawn.randomLevelBoss(x, y);
return true
@@ -2323,11 +2323,15 @@ const spawn = {
me.friction = 0;
me.memory = 240
me.seePlayerFreq = 60
me.delay = 25 + 30 * simulation.CDScale;
me.nextBlinkCycle = me.delay;
me.blinkRange = 235
me.grenadeDelay = 35 + 60 * simulation.CDScale
me.pulseRadius = 2 * Math.min(550, 220 + simulation.difficulty * 4)
if (false && 0.5 < Math.random()) {
me.grenadeDelay = 260
} else {
me.grenadeDelay = 100
}
me.pulseRadius = 1.4 * Math.min(550, 220 + simulation.difficulty * 4)
me.delay = 30 + 35 * simulation.CDScale;
me.nextBlinkCycle = me.delay;
spawn.shield(me, x, y, 1);
me.onDamage = function() {
// this.cd = simulation.cycle + this.delay;