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:
landgreen
2021-11-14 08:21:28 -08:00
parent 50314c21e9
commit 9e7e88c28d
9 changed files with 865 additions and 638 deletions

View File

@@ -15,11 +15,11 @@ const level = {
// localSettings.levelsClearedLastGame = 10
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("metamaterial cloaking")
// b.giveGuns("laser")
// tech.giveTech("tokamak")
// tech.giveTech("relative permittivity")
// tech.giveTech("palantír")
// m.setField("molecular assembler")
// b.giveGuns("harpoon")
// tech.giveTech("railgun")
// tech.giveTech("capacitor bank")
// tech.giveTech("half-wave rectifier")
// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
// tech.giveTech("antiscience")
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
@@ -2309,13 +2309,13 @@ const level = {
spawn.mapRect(5300, -275, 50, 175);
spawn.mapRect(5050, -100, 50, 150);
spawn.mapRect(4850, -275, 50, 175);
// level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
// spawn.starter(1900, -500, 200) //big boy
level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
spawn.starter(1900, -500, 200) //big boy
// spawn.spiderBoss(1700, -500)
// spawn.launcherBoss(3200, -500)
spawn.laserTargetingBoss(1700, -500)
spawn.powerUpBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
// spawn.powerUpBoss(3200, -500)
// spawn.snakeBoss(1700, -500)
// spawn.streamBoss(3200, -500)
// spawn.pulsarBoss(1700, -500)
@@ -2324,6 +2324,7 @@ const level = {
// spawn.growBossCulture(3200, -500)
// spawn.blinkBoss(1700, -500)
// spawn.snakeSpitBoss(3200, -500)
// spawn.laserBombingBoss(1700, -500)
// spawn.launcherBoss(3200, -500)
// spawn.blockBoss(1700, -500)