railgun -> harpoon tech
railgun is now a tech for harpoon railgun tech: dielectric polarization has been removed unaaq increases the size not length of harpoons capacitor bank applies charging effects: throwing blocks, foam, railgun, pulse, tokamak fire cooldown reduction no longer effects these charging abilities, but it does reduce cooldown between discharges foam now has a short delay between each discharge foam charges ~10% faster tokamak graphics indicate charging and max charge better pulse laser can now regen energy passively while charging tech: mass driver no longer gives improved block charge rate, but it gives 200% -> 300% damage for blocks tech: inflation no longer gives improved block charge rate it gives harm reduction when holding a block and makes block expand when you throw them tech: inelastic collision was removed it used to give harm reduction when holding a block pilot wave uses 66% less energy to fling blocks pilot wave can fling block effectively at much higher speeds now (which happens to use much more energy) tech potential well is removed, because it isn't really needed anymore inductive coupling: 500% -> 600% regen while crouched molecular assembler now works with inductive coupling regen properly bug fixes (superdeterminism, wormhole, applied science) I probably added several new bugs, let me know if you find any
This commit is contained in:
19
js/level.js
19
js/level.js
@@ -15,11 +15,11 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("metamaterial cloaking")
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// b.giveGuns("laser")
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// tech.giveTech("tokamak")
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// tech.giveTech("relative permittivity")
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// tech.giveTech("palantír")
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// m.setField("molecular assembler")
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// b.giveGuns("harpoon")
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// tech.giveTech("railgun")
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// tech.giveTech("capacitor bank")
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// tech.giveTech("half-wave rectifier")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("antiscience")
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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@@ -2309,13 +2309,13 @@ const level = {
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spawn.mapRect(5300, -275, 50, 175);
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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// level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
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// spawn.starter(1900, -500, 200) //big boy
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level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
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spawn.starter(1900, -500, 200) //big boy
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// spawn.spiderBoss(1700, -500)
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// spawn.launcherBoss(3200, -500)
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spawn.laserTargetingBoss(1700, -500)
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spawn.powerUpBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.powerUpBoss(3200, -500)
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// spawn.snakeBoss(1700, -500)
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// spawn.streamBoss(3200, -500)
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// spawn.pulsarBoss(1700, -500)
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@@ -2324,6 +2324,7 @@ const level = {
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// spawn.growBossCulture(3200, -500)
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// spawn.blinkBoss(1700, -500)
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// spawn.snakeSpitBoss(3200, -500)
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// spawn.laserBombingBoss(1700, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.blockBoss(1700, -500)
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