winter vacation update

mob health tech
  tech: cascading failure - +222% damage to mobs below 25% health
  tech: yield stress - +55% damage to mobs at maximum health
  cloaking tech: topological defect - +88% damage to mobs at maximum health
  harpoon tech: brittle - +88% harpoon/grapple damage to mobs at maximum health

cloaking buffs
  50->66% defense while cloaked
  recloak 0.25s faster
  simplified cloaking field graphics
  boson composite drains much less energy while moving through mobs and shields
    fixed bug where mines and egg mobs were colliding with player while intangible
  patch no longer drains energy when you heal on cloaking
  metamaterial absorber gets 17->22% chance to spawn a power up for each mob alive
  no-cloning theorem changes to 45->40% duplication and 2->1% duplication loss on killing a mob

finalBoss phases:
  new: slow zone, antigravity pulse
  nerfed: laser, black hole, orbitals
  buffed: oscillation, mobs
  improved graphics: boulder

Hilbert space has a skin. 99->142% damage increase, but randomize tech after taking damage
Higgs mechanism has a skin. +45->77% fire rate, player can't move while firing
induction furnace gives +77% harpoon/grapple damage for 8 seconds after picking up a power up
collider 50->100% chance to combine and randomize power ups
quenching gives more bonus max health at high difficulty level  (maybe around 30% more health)
accretion gives 5->7 heal power ups
dynamo bots follow player much closer when you have many of them
scrap-bots don't follow the player as accurately or as quickly
  scrap bot duration 13->15 seconds
JUNK tech: planned obsolescence - make 100 scrap bots that last for about 30 seconds

community map dojo by werid_pusheen
  fixed by Cornbread 2100

hard mode gets 1 less heal at the start
hard and why difficulty don't begin with starter mobs
hopBullet mobs last 2 seconds less time
adjusted button heights on train station level to be consistently the same height
This commit is contained in:
landgreen
2024-01-04 16:38:52 -08:00
parent 2d12f1da42
commit c47d86064b
15 changed files with 1312 additions and 840 deletions

View File

@@ -534,26 +534,24 @@ const powerUps = {
if (!tech.isEnergyHealth && m.alive) {
powerUps.animatePowerUpGrab('rgba(0, 238, 187,0.25)')
let heal = (this.size / 40 / (simulation.healScale ** 0.25)) ** 2 //simulation.healScale is undone here because heal scale is already properly affected on m.addHealth()
// console.log("size = " + this.size, "heal = " + heal)
if (heal > 0) {
const overHeal = m.health + heal * simulation.healScale - m.maxHealth //used with tech.isOverHeal
const healOutput = Math.min(m.maxHealth - m.health, heal) * simulation.healScale
m.addHealth(heal);
if (healOutput > 0) simulation.makeTextLog(`<span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${m.health.toFixed(3)}
if (tech.isOverHeal && overHeal > 0) { //tech quenching
const scaledOverHeal = overHeal // * 0.9
m.damage(scaledOverHeal);
simulation.makeTextLog(`<span class='color-var'>m</span>.health <span class='color-symbol'>-=</span> ${(scaledOverHeal).toFixed(3)}`) // <br>${m.health.toFixed(3)}
m.damage(overHeal);
simulation.makeTextLog(`<span class='color-var'>m</span>.health <span class='color-symbol'>-=</span> ${(overHeal).toFixed(3)}`) // <br>${m.health.toFixed(3)}
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,
radius: scaledOverHeal * 500 * simulation.healScale,
radius: overHeal * 500 * simulation.healScale,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
tech.extraMaxHealth += scaledOverHeal * simulation.healScale //increase max health
tech.extraMaxHealth += overHeal * Math.sqrt(simulation.healScale) //increase max health
m.setMaxHealth();
} else if (overHeal > 0.1) {
} else if (overHeal > 0.13) { //if leftover heals spawn a new spammer heal power up
requestAnimationFrame(() => {
powerUps.directSpawn(this.position.x, this.position.y, "heal", true, null, overHeal * 40 * (simulation.healScale ** 0.25))// directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
});