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:
21
js/level.js
21
js/level.js
@@ -831,13 +831,13 @@ const level = {
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"Last time was a simulation. Is this one a simulation too?",
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)
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}
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if (game.difficultyMode < 2 && localSettings.levelsClearedLastGame > 10) { //too easy
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if (game.difficultyMode < 4 && localSettings.levelsClearedLastGame > 10) { //too easy
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say.push(
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"That felt too easy.<br>Maybe I should increase the difficulty of the simulation.",
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"That was fun, but maybe I should increase the difficulty of the simulation.",
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"I should increase the difficulty of the simulation, that didn't feel realistic.",
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)
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} else if (game.difficultyMode > 1 && localSettings.levelsClearedLastGame > 10) { //great run on a hard or why
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} else if (game.difficultyMode > 3 && localSettings.levelsClearedLastGame > 10) { //great run on a hard or why
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say.push(
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"What do I do after I escape?",
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"I'm almost ready to stop these simulations and actually escape.",
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@@ -3836,35 +3836,35 @@ const level = {
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difficultyIncrease(num = 1) {
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.38; //damage done by mobs increases each level
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b.dmgScale *= 0.93; //damage done by player decreases each level
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if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level
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if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
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if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob CD time decreases each level
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}
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game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
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game.healScale = 1 / (1 + game.difficulty * 0.06) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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},
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.difficulty--
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game.dmgScale -= 0.38; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.93; //damage done by player decreases each level
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if (game.accelScale > 0.2) game.accelScale /= 1.02 //mob acceleration increases each level
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if (game.lookFreqScale < 5) game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
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if (game.CDScale < 5) game.CDScale /= 0.97 //mob CD time decreases each level
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}
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if (game.difficulty < 1) game.difficulty = 0;
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game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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game.healScale = 1 / (1 + game.difficulty * 0.06)
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},
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difficultyText(mode = document.getElementById("difficulty-select").value) {
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if (mode === "0") {
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difficultyText() {
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if (game.difficultyMode === 1) {
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return "easy"
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} else if (mode === "1") {
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} else if (game.difficultyMode === 2) {
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return "normal"
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} else if (mode === "2") {
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} else if (game.difficultyMode === 4) {
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return "hard"
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} else if (mode === "4") {
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} else if (game.difficultyMode === 6) {
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return "why"
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}
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},
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@@ -3887,7 +3887,6 @@ const level = {
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if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
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if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
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level.bossKilled = false;
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//reset lost mod display
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for (let i = 0; i < mod.mods.length; i++) {
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