2 bosses late game
on later levels spawn 2 bosses, but 1 power up each
starts at simulation.difficulty > 23 //on hard mode level 6, level 12 on easy, level 4 on why?
makes combat harder, but also means that you will always get at least 2 drops per level
you used to have a chance to only get 1 near the end of the game
I'm guessing this will lead to about 3 more total tech by the final boss
abiogenesis - removed
parthenogenesis - doesn't duplicate bosses anymore, +8% duplication
This commit is contained in:
53
js/tech.js
53
js/tech.js
@@ -260,7 +260,7 @@ const tech = {
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return dmg
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},
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duplicationChance() {
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return Math.min(1, Math.max(0, (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.duplication + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)))
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return Math.min(1, Math.max(0, (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.duplication + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + 0.08 * tech.isDuplicateMobs + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)))
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},
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isScaleMobsWithDuplication: false,
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maxDuplicationEvent() {
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@@ -3722,25 +3722,25 @@ const tech = {
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tech.isTechDebt = false;
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}
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},
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{
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name: "abiogenesis",
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// description: `use ${powerUps.orb.research(4)}(or <strong>49%</strong> <strong class='color-junk'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't) to add a 2nd <strong>boss</strong> to each level`,
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description: `<span style = 'font-size:94%;'>as a level begins spawn a 2nd <strong>boss</strong> using ${powerUps.orb.research(3)}<br>(<strong>+49%</strong> <strong class='color-junk'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't pay)</span>`,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (build.isExperimentSelection || powerUps.research.count > 2) && !tech.isDuplicateBoss
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},
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requires: "at least 3 research, not parthenogenesis",
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effect() {
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tech.isResearchBoss = true;
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},
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remove() {
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tech.isResearchBoss = false;
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}
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},
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// {
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// name: "abiogenesis",
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// // description: `use ${powerUps.orb.research(4)}(or <strong>49%</strong> <strong class='color-junk'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't) to add a 2nd <strong>boss</strong> to each level`,
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// description: `<span style = 'font-size:94%;'>as a level begins spawn a 2nd <strong>boss</strong> using ${powerUps.orb.research(3)}<br>(<strong>+49%</strong> <strong class='color-junk'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't pay)</span>`,
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// maxCount: 1,
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// count: 0,
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// frequency: 2,
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// frequencyDefault: 2,
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// allowed() {
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// return (build.isExperimentSelection || powerUps.research.count > 2) && !tech.isDuplicateMobs
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// },
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// requires: "at least 3 research, not parthenogenesis",
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// effect() {
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// tech.isResearchBoss = true;
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// },
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// remove() {
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// tech.isResearchBoss = false;
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// }
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// },
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{
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name: "meta-analysis",
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description: `if you choose a <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> you instead get a<br>random normal <strong class='color-m'>tech</strong> and spawn ${powerUps.orb.research(2)}`,
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@@ -4189,20 +4189,21 @@ const tech = {
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},
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{
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name: "parthenogenesis",
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description: "your <strong class='color-dup'>duplication</strong> has a chance to<br><strong class='color-dup'>duplicate</strong> <strong>mobs</strong> and <strong>bosses</strong>",
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description: "<strong>+8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-dup'>duplication</strong> also <strong class='color-dup'>duplicates</strong> <strong>mobs</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return tech.duplicationChance() > 0 && !tech.isResearchBoss
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return tech.duplicationChance() > 0// && !tech.isResearchBoss
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},
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requires: "some duplication chance, not abiogenesis",
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requires: "some duplication chance",
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effect() {
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tech.isDuplicateBoss = true;
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tech.isDuplicateMobs = true;
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powerUps.setPowerUpMode(); //needed after adjusting duplication chance
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},
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remove() {
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tech.isDuplicateBoss = false;
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tech.isDuplicateMobs = false;
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}
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},
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{
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@@ -11602,7 +11603,7 @@ const tech = {
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isPauseSwitchField: null,
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isPauseEjectTech: null,
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isShieldPierce: null,
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isDuplicateBoss: null,
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isDuplicateMobs: null,
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is100Duplicate: null,
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isDynamoBotUpgrade: null,
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isBlockPowerUps: null,
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