needles, and diffraction
diffraction grating only gains 1 extra beam, but no longer gets a damage reduction also the beam split is wider than before needle move twice as fast (was 50, now is 100) and they are 50% longer and 25% thinner damage was improved about 20% delay between each needle in a volley is slightly longer
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18
js/level.js
18
js/level.js
@@ -16,12 +16,12 @@ const level = {
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("nano-scale manufacturing")
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// b.giveGuns("laser")
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// b.giveGuns("nail gun")
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 1; i++) tech.giveTech("dynamo-bot")
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// tech.giveTech("incendiary ammunition")
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// tech.giveTech("flip-flop")
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// tech.giveTech("causality bombs")
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// tech.giveTech("diffraction grating")
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// tech.giveTech("pulse")
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// tech.giveTech("needle gun")
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// tech.giveTech("cardinality")
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// tech.giveTech("Bayesian statistics")
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// tech.isExplodeRadio = true;
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@@ -1113,17 +1113,13 @@ const level = {
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// spawn.shooterBoss(1900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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spawn.striker(1600, -500)
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spawn.striker(1600, -500)
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spawn.striker(1600, -500)
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// spawn.striker(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.bomberBoss(1400, -500)
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spawn.sniper(1800, -120)
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spawn.sniper(1800, -120)
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spawn.sniper(2800, -120)
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// spawn.sniper(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.spawnerBossCulture(1600, -500)
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spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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// spawn.beamer(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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