mod- pulse

gun: pulse is now a mod for laser
  mod: beam splitter applies to pulse

difficulty balancing
  (this needs to be done as more mods are added to the game to prevent power creep)
  all modes are a bit harder
    if you used to play why, try the new hard
    if you used to play hard try the new normal
  power ups drop more often from bosses on all modes
This commit is contained in:
landgreen
2020-10-25 15:09:55 -07:00
parent a5f79bf742
commit c7048c9324
9 changed files with 212 additions and 233 deletions

View File

@@ -831,13 +831,13 @@ const level = {
"Last time was a simulation. Is this one a simulation too?",
)
}
if (game.difficultyMode < 2 && localSettings.levelsClearedLastGame > 10) { //too easy
if (game.difficultyMode < 4 && localSettings.levelsClearedLastGame > 10) { //too easy
say.push(
"That felt too easy.<br>Maybe I should increase the difficulty of the simulation.",
"That was fun, but maybe I should increase the difficulty of the simulation.",
"I should increase the difficulty of the simulation, that didn't feel realistic.",
)
} else if (game.difficultyMode > 1 && localSettings.levelsClearedLastGame > 10) { //great run on a hard or why
} else if (game.difficultyMode > 3 && localSettings.levelsClearedLastGame > 10) { //great run on a hard or why
say.push(
"What do I do after I escape?",
"I'm almost ready to stop these simulations and actually escape.",
@@ -3836,35 +3836,35 @@ const level = {
difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) {
game.difficulty++
game.dmgScale += 0.38; //damage done by mobs increases each level
b.dmgScale *= 0.93; //damage done by player decreases each level
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob CD time decreases each level
}
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
game.healScale = 1 / (1 + game.difficulty * 0.06) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
game.dmgScale -= 0.38; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.93; //damage done by player decreases each level
if (game.accelScale > 0.2) game.accelScale /= 1.02 //mob acceleration increases each level
if (game.lookFreqScale < 5) game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
if (game.CDScale < 5) game.CDScale /= 0.97 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 0;
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
game.healScale = 1 / (1 + game.difficulty * 0.06)
},
difficultyText(mode = document.getElementById("difficulty-select").value) {
if (mode === "0") {
difficultyText() {
if (game.difficultyMode === 1) {
return "easy"
} else if (mode === "1") {
} else if (game.difficultyMode === 2) {
return "normal"
} else if (mode === "2") {
} else if (game.difficultyMode === 4) {
return "hard"
} else if (mode === "4") {
} else if (game.difficultyMode === 6) {
return "why"
}
},
@@ -3887,7 +3887,6 @@ const level = {
if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
level.bossKilled = false;
//reset lost mod display
for (let i = 0; i < mod.mods.length; i++) {