mine buffs
20% damage for all mine modes laser mines spin super fast when it first finds a target, and a bit faster overall mine sentry lasts 17 seconds (2 more seconds) desublimated ammunition comes with 7 JUNK tech several foam tech do 5% less damage shotgun has 1/9 less ammo apomixis now requires 11 research historyBoss takes 25% longer to reach it's minimum follow distance bug fixes
This commit is contained in:
76
js/tech.js
76
js/tech.js
@@ -470,7 +470,7 @@
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},
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{
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name: "desublimated ammunition",
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description: "use <strong>50%</strong> less <strong class='color-g'>ammo</strong> when <strong>crouching</strong>",
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description: "use <strong>50%</strong> less <strong class='color-g'>ammo</strong> when <strong>crouching</strong><<br>strong>+6</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -481,11 +481,32 @@
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requires: "",
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effect() {
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tech.isCrouchAmmo = true
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tech.addJunkTechToPool(6)
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},
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remove() {
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tech.isCrouchAmmo = false;
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if (this.count > 0) tech.removeJunkTechFromPool(6)
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}
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},
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// <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
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// maxCount: 9,
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// count: 0,
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// frequency: 1,
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// frequencyDefault: 1,
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// allowed() {
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// return true
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// },
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// requires: "",
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// effect() {
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// tech.bonusEnergy += 0.6
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// m.setMaxEnergy()
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// tech.addJunkTechToPool(10)
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// },
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// remove() {
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// tech.bonusEnergy = 0;
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// m.setMaxEnergy()
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// if (this.count > 0) tech.removeJunkTechFromPool(10)
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// }
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{
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name: "gun turret",
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description: "reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong> when <strong>crouching</strong>",
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@@ -3155,23 +3176,54 @@
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},
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{
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name: "apomixis",
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description: "after reaching <strong>100%</strong> <strong class='color-dup'>duplication</strong> chance<br>immediately spawn <strong>8 bosses</strong>",
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description: "use <strong>11</strong> <strong class='color-r'>research</strong> to spawn <strong>8 bosses</strong><br>immediately after reaching <strong>100%</strong> <strong class='color-dup'>duplication</strong>",
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maxCount: 1,
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count: 0,
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frequency: 4,
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frequencyDefault: 4,
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frequency: 3,
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frequencyDefault: 3,
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allowed() {
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return tech.duplicationChance() > 0.6
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return tech.duplicationChance() > 0.6 && powerUps.research.count > 10
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},
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requires: "duplication chance above 60%",
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effect() {
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tech.is100Duplicate = true;
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tech.maxDuplicationEvent()
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for (let i = 0; i < 11; i++) {
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if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
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}
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},
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remove() {
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tech.is100Duplicate = false;
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if (tech.is100Duplicate) {
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tech.is100Duplicate = false;
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if (this.count > 0) powerUps.research.changeRerolls(11)
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}
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}
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},
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// {
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// name: "zero point energy",
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// description: "use <strong>2</strong> <strong class='color-r'>research</strong> to<br>increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>74</strong>",
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// isFieldTech: true,
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// maxCount: 1,
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// count: 0,
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// frequency: 3,
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// frequencyDefault: 3,
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// allowed() {
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// return (m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 1)
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// },
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// requires: "standing wave harmonics or pilot wave",
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// effect() {
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// tech.harmonicEnergy = 0.74
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// m.setMaxEnergy()
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// for (let i = 0; i < 2; i++) {
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// if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
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// }
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// },
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// remove() {
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// tech.harmonicEnergy = 0;
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// m.setMaxEnergy()
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// if (this.count > 0) powerUps.research.changeRerolls(2)
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// }
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// },
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{
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name: "exchange symmetry",
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description: "convert <strong>1</strong> random <strong class='color-m'>tech</strong> into <strong>3</strong> new <strong class='color-g'>guns</strong><br><em>recursive tech lose all stacks</em>",
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@@ -3835,6 +3887,7 @@
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if (b.guns[i].name === "shotgun") {
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.5);
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.5
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simulation.makeGunHUD();
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break;
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}
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}
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@@ -3847,6 +3900,7 @@
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if (b.guns[i].name === "shotgun") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 2);
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simulation.makeGunHUD();
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break;
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}
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}
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@@ -4455,7 +4509,7 @@
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},
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{
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name: "sentry",
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description: "instead of detonating, <strong>mines</strong> <strong>target</strong> mobs<br>with a stream of nails for about <strong>15</strong> seconds",
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description: "instead of detonating, <strong>mines</strong> <strong>target</strong> mobs<br>with a stream of nails for about <strong>17</strong> seconds",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -4771,6 +4825,7 @@
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if (b.guns[i].name === "drones") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
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simulation.makeGunHUD();
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}
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}
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},
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@@ -4781,6 +4836,7 @@
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if (b.guns[i].name === "drones") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
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b.guns[i].ammo = b.guns[i].ammo * 4
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simulation.makeGunHUD();
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}
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}
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}
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@@ -4845,7 +4901,7 @@
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},
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{
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name: "uncertainty principle",
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description: "<strong>foam</strong> bubbles randomly change <strong>position</strong><br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>60%</strong>",
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description: "<strong>foam</strong> bubbles randomly change <strong>position</strong><br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>55%</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -4883,7 +4939,7 @@
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},
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{
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name: "aerogel",
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description: "<strong>foam</strong> bubbles <strong>float</strong> and dissipate <strong>50%</strong> faster<br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>300%</strong>",
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description: "<strong>foam</strong> bubbles <strong>float</strong> and dissipate <strong>50%</strong> faster<br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>260%</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -4904,7 +4960,7 @@
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},
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{
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name: "quantum foam",
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description: "<strong>foam</strong> gun fires <strong>0.25</strong> seconds into the <strong>future</strong><br>increase <strong>foam</strong> gun <strong class='color-d'>damage</strong> by <strong>70%</strong>",
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description: "<strong>foam</strong> gun fires <strong>0.25</strong> seconds into the <strong>future</strong><br>increase <strong>foam</strong> gun <strong class='color-d'>damage</strong> by <strong>66%</strong>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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