tech: coupling - +1 coupling, coupling is a new stat that provides different buffs for each field
  releasing this early for feedback about balance and bugs

removed tech Pauli exclusion
  now the perfect diamagnatism coupling effect

snakeBoss tails are closer together
some bosses have a higher vision memory and response time

phonon gets 10% less ammo and 10% less damage
meta-analysis gives 2 research per use
energy drain rework
  in many situations drain no longer scales with regen
  this might have some bad side effects, let me know

bug fixes
  made several tech effects not an arrow function
  timeSkip graphical glitches might be improved
This commit is contained in:
landgreen
2022-08-14 19:43:01 -07:00
parent fee9526268
commit 88f891250b
10 changed files with 450 additions and 352 deletions

View File

@@ -235,7 +235,10 @@ const mobs = {
// })
// }
// },
mobSpawnWithHealth: 1,
setMobSpawnHealth() {
mobs.mobSpawnWithHealth = 0.87 ** (tech.mobSpawnWithHealth) //+ (m.fieldMode === 0 || m.fieldMode === 7) * m.coupling
},
//**********************************************************************************************
//**********************************************************************************************
spawn(xPos, yPos, sides, radius, color) {
@@ -256,7 +259,7 @@ const mobs = {
onHit: undefined,
alive: true,
index: i,
health: tech.mobSpawnWithHealth,
health: mobs.mobSpawnWithHealth,
showHealthBar: true,
accelMag: 0.001 * simulation.accelScale,
cd: 0, //game cycle when cooldown will be over
@@ -602,7 +605,7 @@ const mobs = {
const hitPlayer = Matter.Query.ray([player], this.position, Vector.add(this.position, Vector.mult(perp, radius * 2.05)), minorRadius)
if (hitPlayer.length && m.immuneCycle < m.cycle) {
m.damage(dmg * simulation.dmgScale);
// m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
// m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
}
},
searchSpring() {