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:
landgreen
2021-08-21 06:17:03 -07:00
parent d8dd82c8a0
commit a1f42479c0
8 changed files with 167 additions and 28 deletions

View File

@@ -470,7 +470,7 @@
},
{
name: "desublimated ammunition",
description: "use <strong>50%</strong> less <strong class='color-g'>ammo</strong> when <strong>crouching</strong>",
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",
maxCount: 1,
count: 0,
frequency: 2,
@@ -481,11 +481,32 @@
requires: "",
effect() {
tech.isCrouchAmmo = true
tech.addJunkTechToPool(6)
},
remove() {
tech.isCrouchAmmo = false;
if (this.count > 0) tech.removeJunkTechFromPool(6)
}
},
// <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
// maxCount: 9,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// allowed() {
// return true
// },
// requires: "",
// effect() {
// tech.bonusEnergy += 0.6
// m.setMaxEnergy()
// tech.addJunkTechToPool(10)
// },
// remove() {
// tech.bonusEnergy = 0;
// m.setMaxEnergy()
// if (this.count > 0) tech.removeJunkTechFromPool(10)
// }
{
name: "gun turret",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong> when <strong>crouching</strong>",
@@ -3155,23 +3176,54 @@
},
{
name: "apomixis",
description: "after reaching <strong>100%</strong> <strong class='color-dup'>duplication</strong> chance<br>immediately spawn <strong>8 bosses</strong>",
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>",
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.duplicationChance() > 0.6
return tech.duplicationChance() > 0.6 && powerUps.research.count > 10
},
requires: "duplication chance above 60%",
effect() {
tech.is100Duplicate = true;
tech.maxDuplicationEvent()
for (let i = 0; i < 11; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.is100Duplicate = false;
if (tech.is100Duplicate) {
tech.is100Duplicate = false;
if (this.count > 0) powerUps.research.changeRerolls(11)
}
}
},
// {
// name: "zero point energy",
// 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>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 3,
// frequencyDefault: 3,
// allowed() {
// return (m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 1)
// },
// requires: "standing wave harmonics or pilot wave",
// effect() {
// tech.harmonicEnergy = 0.74
// m.setMaxEnergy()
// for (let i = 0; i < 2; i++) {
// if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
// }
// },
// remove() {
// tech.harmonicEnergy = 0;
// m.setMaxEnergy()
// if (this.count > 0) powerUps.research.changeRerolls(2)
// }
// },
{
name: "exchange symmetry",
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>",
@@ -3835,6 +3887,7 @@
if (b.guns[i].name === "shotgun") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.5);
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.5
simulation.makeGunHUD();
break;
}
}
@@ -3847,6 +3900,7 @@
if (b.guns[i].name === "shotgun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 2);
simulation.makeGunHUD();
break;
}
}
@@ -4455,7 +4509,7 @@
},
{
name: "sentry",
description: "instead of detonating, <strong>mines</strong> <strong>target</strong> mobs<br>with a stream of nails for about <strong>15</strong> seconds",
description: "instead of detonating, <strong>mines</strong> <strong>target</strong> mobs<br>with a stream of nails for about <strong>17</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4771,6 +4825,7 @@
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
simulation.makeGunHUD();
}
}
},
@@ -4781,6 +4836,7 @@
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = b.guns[i].ammo * 4
simulation.makeGunHUD();
}
}
}
@@ -4845,7 +4901,7 @@
},
{
name: "uncertainty principle",
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>",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4883,7 +4939,7 @@
},
{
name: "aerogel",
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>",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4904,7 +4960,7 @@
},
{
name: "quantum foam",
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>",
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>",
isGunTech: true,
maxCount: 9,
count: 0,