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:
landgreen
2022-09-11 07:10:14 -07:00
parent 9e613a281e
commit 8f702cfa4e
12 changed files with 479 additions and 259 deletions

View File

@@ -449,9 +449,9 @@ const simulation = {
}
},
switchGun() {
if (tech.isLongitudinal && b.guns[b.activeGun].name === "matter wave") {
if (tech.isLongitudinal && b.guns[b.activeGun].name === "wave") {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter wave") {
if (b.guns[i].name === "wave") {
b.guns[i].waves = []; //empty array of wave bullets
break;
}
@@ -870,7 +870,7 @@ const simulation = {
if (m.alive) {
if (tech.isLongitudinal) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter wave") {
if (b.guns[i].name === "wave") {
b.guns[i].waves = []; //empty array of wave bullets
break;
}