diff --git a/js/powerup.js b/js/powerup.js index 0b9e36a..7322863 100644 --- a/js/powerup.js +++ b/js/powerup.js @@ -371,10 +371,7 @@ const powerUps = { if (tech.isAmmoForGun && b.inventory.length > 0 && b.activeGun) { const target = b.guns[b.activeGun] if (target.ammo !== Infinity) { - - // const ammoAdded = Math.ceil(Math.random() * target.ammoPack) + Math.ceil(0.7 * Math.random() * target.ammoPack) - // const ammoAdded = Math.ceil((Math.random() + 0.5 * Math.random()) * target.ammoPack) - const ammoAdded = Math.ceil((0.5 * Math.random() + 0.4 * Math.random()) * target.ammoPack) + const ammoAdded = Math.ceil((0.82 * Math.random() + 0.8 * Math.random()) * target.ammoPack) target.ammo += ammoAdded simulation.makeTextLog(`${target.name}.ammo += ${ammoAdded}`) } diff --git a/js/tech.js b/js/tech.js index 81a80bd..e0fe69f 100644 --- a/js/tech.js +++ b/js/tech.js @@ -169,7 +169,7 @@ if (tech.isEnergyDamage) dmg *= 1 + m.energy / 9; if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038 if (tech.isRerollDamage) dmg *= 1 + 0.042 * powerUps.research.count - if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.35 + if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.3 if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 1.9 if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.43, player.speed * 0.015) if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots() @@ -195,7 +195,7 @@ }, tech: [{ name: "integrated armament", - description: `increase damage by 35%
your inventory can only hold 1 gun`, + description: `increase damage by 30%
your inventory can only hold 1 gun`, maxCount: 1, count: 0, frequency: 2, @@ -360,7 +360,7 @@ }, { name: "logistics", - description: "ammo power ups give 200% ammo
but ammo is only added to your current gun", + description: "ammo power ups give 80% more ammo
but ammo is only added to your current gun", maxCount: 1, count: 0, frequency: 2, diff --git a/todo.txt b/todo.txt index 9e0610e..d30c193 100644 --- a/todo.txt +++ b/todo.txt @@ -1,29 +1,5 @@ ******************************************************** NEXT PATCH ******************************************************** -"gamma-ray laser" renamed "free-electron laser" to make more scientific sense - since gamma rays would go right through walls -laser diode now makes lasers blue -free-electron laser can no longer work with laser diode - -pressure wave has a bit more damage - crouch mode works different (much higher fire rate, low arc) - -integrated armament gives 35% dmg (was 22%) - but I fixed a bug where it gave an extra 33% ammo - -mine gun gets 25% less ammo -all mines do 30% more damage - -trying to make shotgun better at close range and worse at distance - shotgun slug is much slower, but does 60% more damage - nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage - -finalBoss has 15% less health - -to balance all the buffs - ammo power ups give 15% less ammo - damage done by mobs now scales up a bit faster each level - damage done by you now scales down a bit faster each level ******************************************************** TODO ********************************************************