mantisBoss flashes for a second before it drops invulnerability
removed parasitism - it's too similar to invulnerability tech
invariant no longer drains energy while wormhole time is paused
  added 1 research cost
added secret combo to change molecular assembler mode

bug fixes
  issue with constraint: "mob death heals mobs"
    mob health was becoming NaN, this was infecting other values like player energy
  entering a seed in settings wasn't giving the same results as a randomly generated seeds
    also removed some random code that was using seeded shuffle, but didn't need to
      converted it to non seeded random shuffle with .sort(() => Math.random() - 0.5);
This commit is contained in:
landgreen
2025-01-18 17:00:10 -08:00
parent 1040d1ff7e
commit c9a5ab91b8
11 changed files with 2347 additions and 2363 deletions

View File

@@ -3160,7 +3160,7 @@ const b = {
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(m.health > 0.94 * m.maxHealth && !tech.isOverHeal && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)
@@ -3192,7 +3192,7 @@ const b = {
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(m.health > 0.94 * m.maxHealth && !tech.isOverHeal && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)) {