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 ********************************************************