diff --git a/.DS_Store b/.DS_Store
index 28a3b89..17ba456 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/level.js b/js/level.js
index 67d8451..5a0d475 100644
--- a/js/level.js
+++ b/js/level.js
@@ -25,8 +25,8 @@ const level = {
// powerUps.research.changeRerolls(100000)
// for (let i = 0; i < 2; i++) tech.giveTech("undefined")
// tech.tech[297].frequency = 100
- // m.setField("plasma torch")
- // tech.giveTech("plasma ball")
+ m.setField("plasma torch")
+ tech.giveTech("plasma ball")
// m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
diff --git a/js/mob.js b/js/mob.js
index 296d2f9..826241a 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -1077,7 +1077,7 @@ const mobs = {
this.health -= dmg
//this.fill = this.color + this.health + ')';
this.onDamage(dmg); //custom damage effects
- if (this.health < 0.05 && this.alive) {
+ if ((this.health < 0.05 || isNaN(this.health)) && this.alive) {
this.death();
}
}
diff --git a/js/player.js b/js/player.js
index a32db1a..84512f7 100644
--- a/js/player.js
+++ b/js/player.js
@@ -2171,7 +2171,7 @@ const m = {
this.alpha = 0.5 + 0.1 * Math.random()
gradient.addColorStop(0, `rgba(255,255,255,${this.alpha})`);
gradient.addColorStop(0.18 + 0.1 * Math.random(), `rgba(255,150,255,${this.alpha})`);
- gradient.addColorStop(0.95, `rgba(255,0,255,${this.alpha})`);
+ gradient.addColorStop(1, `rgba(255,0,255,${this.alpha})`);
// gradient.addColorStop(1, `rgba(255,150,255,${this.alpha})`);
ctx.fillStyle = gradient
ctx.beginPath();
@@ -2228,8 +2228,6 @@ const m = {
m.plasmaBall.setPositionToNose()
}
} else if (m.energy > m.plasmaBall.drain) { //charge up when attached
-
-
if (tech.isCapacitor) {
m.energy -= m.plasmaBall.drain * 4;
const scale = 1 + 5 * 16 * Math.pow(Math.max(1, m.plasmaBall.circleRadius), -1.8)
@@ -2241,7 +2239,6 @@ const m = {
Matter.Body.scale(m.plasmaBall, scale, scale); //grow
}
m.plasmaBall.setPositionToNose()
-
//add friction for player when holding ball, maybe more friction in vertical
} else {
@@ -2264,7 +2261,6 @@ const m = {
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
m.plasmaBall.do()
- console.log(m.plasmaBall.isAttached)
}
diff --git a/js/tech.js b/js/tech.js
index 5750bf4..1ddb588 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -212,7 +212,7 @@ const tech = {
},
damageFromTech() {
let dmg = 1 //m.fieldDamage
- if (tech.isTechDebt) dmg *= 4 - 0.08 * tech.totalCount
+ if (tech.isTechDebt) dmg *= 4 - 0.15 * tech.totalCount
if (tech.isAxion && tech.isHarmMACHO) dmg *= 1 + 0.75 * (1 - m.harmReduction())
if (tech.OccamDamage) dmg *= tech.OccamDamage
if (tech.isCloakingDamage) dmg *= 1.35
@@ -2510,7 +2510,7 @@ const tech = {
},
{
name: "enthalpy",
- description: "heal for 3% of damage done
take 10% more harm",
+ description: "heal for 2% of damage done
take 10% more harm",
maxCount: 9,
count: 0,
frequency: 1,
@@ -2521,7 +2521,7 @@ const tech = {
},
requires: "not mass-energy equivalence",
effect() {
- tech.healthDrain += 0.03;
+ tech.healthDrain += 0.02;
},
remove() {
tech.healthDrain = 0;
@@ -3089,7 +3089,7 @@ const tech = {
// description: `increase damage by 300% minus 10% for tech you have learned(${4 - 0.1 * tech.totalCount})`,
// description: `increase damage by 300%, but reduce damage
by 10% for tech you have learned`,
descriptionFunction() {
- return `increase damage by 300% minus 8%
for tech you have learned (${Math.floor(100*(4 - 0.08 * tech.totalCount))-100}%)`
+ return `increase damage by 300% minus 15%
for each tech you have learned (${Math.floor(100*(4 - 0.14 * tech.totalCount))-100}%)`
},
maxCount: 1,
count: 0,
diff --git a/todo.txt b/todo.txt
index 18f947b..f1c06b6 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,15 +1,7 @@
******************************************************** NEXT PATCH **************************************************
-plasma ball
- much more damage
- new graphics
- fast decay in mob shields
- works with capacitor
- some bug fixes
-paradigm shift: 4->10% chance to give research instead of tech
-harpoon density: 0.006->0.005 (lower damage and knock back to mobs)
-wormhole: 7->5% duplication chance
-pilot wave uses less energy
+enthalpy: 3->2% heal from damage done
+technical debt: 8->15% less damage for each tech
******************************************************** TODO ********************************************************