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