diff --git a/js/bullets.js b/js/bullets.js
index 91ef186..53f10a1 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -1001,20 +1001,20 @@ const b = {
},
{
name: "perfect diamagnetism",
- description: "when blocking with the starting field emitter
gain energy instead losing it",
+ description: "you don't lose energy when blocking
with nano-scale manufacturing",
maxCount: 1,
count: 0,
allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "field emitter" && !game.isEasyToAimMode
+ return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing"
},
- requires: "basic field emitter",
+ requires: "nano-scale manufacturing",
effect() {
- b.modFieldEfficiency = -1
+ b.modFieldEfficiency = 0
mech.fieldShieldingScale = b.modFieldEfficiency;
},
remove() {
b.modFieldEfficiency = 1;
- if (mech.fieldUpgrades[mech.fieldMode].name === "field emitter") mech.fieldShieldingScale = b.modFieldEfficiency;
+ if (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing") mech.fieldShieldingScale = b.modFieldEfficiency;
}
},
{
diff --git a/js/player.js b/js/player.js
index 12203bc..4bf9df8 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1111,7 +1111,6 @@ const mech = {
if (index === mech.fieldUpgrades[i].name) index = i
}
}
-
mech.fieldMode = index;
document.getElementById("field").innerHTML = mech.fieldUpgrades[index].name
mech.setHoldDefaults();
@@ -1122,7 +1121,6 @@ const mech = {
description: "use energy to shield yourself from damage
lets you pick up and throw objects",
isEasyToAim: false,
effect: () => {
- mech.fieldShieldingScale = Number(b.modFieldEfficiency);
game.replaceTextLog = true; //allow text over write
mech.hold = function () {
if (mech.isHolding) {
@@ -1535,6 +1533,7 @@ const mech = {
isEasyToAim: true,
effect: () => {
mech.fieldRegen *= 2;
+ mech.fieldShieldingScale = b.modFieldEfficiency;
mech.hold = function () {
if (mech.energy > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) {
mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
@@ -1579,7 +1578,7 @@ const mech = {
},
{
name: "phase decoherence field",
- description: "use energy to become intangible
moving and touching shields amplifies cost",
+ description: "use energy to become intangible
moving and touching shields amplifies cost",
isEasyToAim: true,
effect: () => {
mech.hold = function () {
diff --git a/todo.txt b/todo.txt
index affafd8..e5e383e 100644
--- a/todo.txt
+++ b/todo.txt
@@ -5,7 +5,8 @@ mod - vacuum bomb pulls shields off the mob
mod - vacuum bomb stuns after the explosion
maybe it also does DoT damage
-mod - blocking with nano-scale is more efficient, like perfect diamagnetism
+mod - improve blocking with nano-scale is more efficient
+ like perfect diamagnetism maybe
mod - time dilation - Quantum Recovery
Expending all your energy while using the field will
@@ -15,10 +16,10 @@ mod - time dilation - Quantum Recovery
put the array in the time field object
cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
-bug getting stuck in crouch mode
+bug - getting stuck in crouch mode
press T to see it visually
- happened twice
- once right after selecting a mod lots of blocks around
+ happened twice to me so far
+ once right after selecting a mod with lots of blocks around
I don't think I was holding a block
might have been standing on a block... not sure