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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14
js/spawn.js
14
js/spawn.js
@@ -111,7 +111,7 @@ const spawn = {
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powerUps.research.changeRerolls(-4)
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 4<br>${powerUps.research.count}`)
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} else {
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tech.addJunkTechToPool(49)
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tech.addJunkTechToPool(0.49)
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}
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spawn.randomLevelBoss(x, y);
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return true
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@@ -2323,11 +2323,15 @@ const spawn = {
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me.friction = 0;
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me.memory = 240
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me.seePlayerFreq = 60
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me.delay = 25 + 30 * simulation.CDScale;
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me.nextBlinkCycle = me.delay;
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me.blinkRange = 235
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me.grenadeDelay = 35 + 60 * simulation.CDScale
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me.pulseRadius = 2 * Math.min(550, 220 + simulation.difficulty * 4)
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if (false && 0.5 < Math.random()) {
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me.grenadeDelay = 260
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} else {
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me.grenadeDelay = 100
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}
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me.pulseRadius = 1.4 * Math.min(550, 220 + simulation.difficulty * 4)
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me.delay = 30 + 35 * simulation.CDScale;
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me.nextBlinkCycle = me.delay;
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spawn.shield(me, x, y, 1);
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me.onDamage = function() {
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// this.cd = simulation.cycle + this.delay;
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