extruder
wave beam damage works better vs. high mass mobs
also more damage and ammo
mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
mod: Bose Einstein condensate - freeze mobs inside your field
pilot wave, negative mass field, time dilation field
difficulty - after you clear the finalBoss, difficulty increase per level is now lower
but, when the finalBoss dies difficulty immediately increases greatly
difficulty used to work like this:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
(+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
(+4 per level) 44,48,52,56 ...
difficulty works like this now:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
(+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
(+3 per level) 43,46,49,52 ...
difficulty mode scales these numbers
easy: x1, normal: x2, hard: x4, why: x6
each time difficulty increases:
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
b.dmgScale *= 0.93; // your damage goes down
game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
This commit is contained in:
12
js/spawn.js
12
js/spawn.js
@@ -101,6 +101,16 @@ const spawn = {
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level.bossKilled = true;
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level.exit.x = 5500;
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level.exit.y = -330;
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//pull in particles
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for (let i = 0, len = body.length; i < len; ++i) { //push blocks away horizontally
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const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, body[i].position)), 65)
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const pushUp = Vector.add(velocity, { x: 0, y: -0.3 })
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Matter.Body.setVelocity(body[i], Vector.add(body[i].velocity, pushUp));
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}
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//ramp up damage
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for (let i = 0; i < 5; i++) level.difficultyIncrease(game.difficultyMode)
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};
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me.onDamage = function() {};
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me.cycle = 420;
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@@ -132,7 +142,7 @@ const spawn = {
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Matter.Body.scale(this, 10, 10);
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Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
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if (!this.isShielded) spawn.shield(this, x, y, 1); // regen shield to also prevent stun
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for (let i = 0, len = body.length; i < len; ++i) {
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for (let i = 0, len = body.length; i < len; ++i) { //push blocks away horizontally
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if (body[i].position.x > this.position.x) {
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body[i].force.x = 0.5
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} else {
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