diff --git a/js/bullets.js b/js/bullets.js
index 7c843d2..c382406 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -609,7 +609,7 @@ const b = {
//knock back
const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize
player.force.x -= KNOCK * Math.cos(dir)
- player.force.y -= KNOCK * Math.sin(dir) * 0.5 //reduce knock back in vertical direction to stop super jumps
+ player.force.y -= KNOCK * Math.sin(dir) * 0.4 //reduce knock back in vertical direction to stop super jumps
}
},
{
@@ -738,14 +738,14 @@ const b = {
//knock back
const KNOCK = ((mech.crouch) ? 0.015 : 0.15) * b.modBulletSize * b.modBulletSize
player.force.x -= KNOCK * Math.cos(mech.angle)
- player.force.y -= KNOCK * Math.sin(mech.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
+ player.force.y -= KNOCK * Math.sin(mech.angle) * 0.4 //reduce knock back in vertical direction to stop super jumps
}
},
{
name: "fléchettes",
description: "fire an accurate high speed needle
",
ammo: 0,
- ammoPack: 19,
+ ammoPack: 14,
have: false,
fire() {
const me = bullet.length;
@@ -755,9 +755,9 @@ const b = {
} else {
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir));
}
- b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 45 : 37, dir, me); //cd , speed
+ b.fireProps(mech.crouch ? 50 : 30, mech.crouch ? 45 : 37, dir, me); //cd , speed
bullet[me].endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger);
- bullet[me].dmg = mech.crouch ? 1.5 : 1;
+ bullet[me].dmg = mech.crouch ? 2.2 : 1.6;
b.drawOneBullet(bullet[me].vertices);
bullet[me].do = function () {
//low gravity
@@ -917,7 +917,7 @@ const b = {
name: "grenades",
description: "fire a projectile that explodes on contact or after one second",
ammo: 0,
- ammoPack: 11,
+ ammoPack: 9,
have: false,
fire() {
const me = bullet.length;
@@ -1054,7 +1054,7 @@ const b = {
},
{
name: "spores",
- description: "release an orb that discharges spores after 2 seconds
spores seek out targets
spores can pass through blocks",
+ description: "release an orb that discharges spores after 2 seconds
seeks out targets
passes through blocks",
ammo: 0,
ammoPack: 5,
have: false,
diff --git a/js/level.js b/js/level.js
index 57ade35..a8d887e 100644
--- a/js/level.js
+++ b/js/level.js
@@ -14,7 +14,7 @@ const level = {
if (game.levelsCleared === 0) {
// game.levelsCleared = 16; //for testing to simulate possible mobs spawns
// b.giveGuns("all", 1000)
- // b.giveGuns(9) // set a starting gun for testing
+ b.giveGuns(6) // set a starting gun for testing
// mech.fieldUpgrades[2].effect(); //give a field power up for testing
// b.giveMod(7)
diff --git a/js/powerups.js b/js/powerups.js
index f530424..9a71a60 100644
--- a/js/powerups.js
+++ b/js/powerups.js
@@ -44,7 +44,7 @@ const powerUps = {
if (!game.lastLogTime) game.makeTextLog("+energy", 300);
} else {
//ammo given scales as mobs take more hits to kill
- const ammo = Math.ceil((target.ammoPack * (0.6 + 0.04 * Math.random())) / b.dmgScale);
+ const ammo = Math.ceil((target.ammoPack * (0.5 + 0.08 * Math.random())) / b.dmgScale);
target.ammo += ammo;
game.updateGunHUD();
if (!game.lastLogTime) game.makeTextLog("+" + ammo + " ammo for " + target.name + "", 300);
@@ -92,7 +92,7 @@ const powerUps = {
if (options.length > 0) {
let newMod = options[Math.floor(Math.random() * options.length)]
b.giveMod(newMod)
- game.makeTextLog(`