wave
matter wave renamed wave
tech: frequency - wave has unlimited ammo, but -50% wave firerate
tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
effect cooldown grows +5s with each chained resonance
uncertainty principle works with phonon wave
phase velocity works with all other wave tech, 40->35% damage
boundstate reduces wave range by 25->15%
non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage
a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
it grew mass and damage at an exponential rate before
now it's closer to the +30% damage description
This commit is contained in:
@@ -449,9 +449,9 @@ const simulation = {
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}
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},
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switchGun() {
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if (tech.isLongitudinal && b.guns[b.activeGun].name === "matter wave") {
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if (tech.isLongitudinal && b.guns[b.activeGun].name === "wave") {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "matter wave") {
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if (b.guns[i].name === "wave") {
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b.guns[i].waves = []; //empty array of wave bullets
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break;
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}
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@@ -870,7 +870,7 @@ const simulation = {
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if (m.alive) {
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if (tech.isLongitudinal) {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "matter wave") {
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if (b.guns[i].name === "wave") {
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b.guns[i].waves = []; //empty array of wave bullets
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break;
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}
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