NaN bug fix

generalist now requires 2 guns to unlock
  active cooling 18->20% fire speed increase per gun
  arsenal 12->13% damage increase per gun
futures exchange 4.3->4.5% duplication on cancel
perimeter defense 7->6% harm reduction per bot
unified field theory no longer gets bonus rerolls, instead it triples the frequency of field tech
  removed tensor field
meta-analysis gives 3->1 research after choosing JUNK

plasma ball moves faster 7->10

bug fixes
JUNK tech density removed
  it was causing the NaN bug
This commit is contained in:
landgreen
2022-04-18 18:47:42 -07:00
parent aad1706969
commit d4490e7025
7 changed files with 87 additions and 130 deletions

View File

@@ -17,7 +17,7 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.isHorizontalFlipped = true
// m.setField("metamaterial cloaking")
// b.giveGuns("missiles")
// b.giveGuns("laser")
// tech.giveTech("scrap-bot manufacturing")
// tech.giveTech("dynamo-bot upgrade")
// tech.giveTech("time crystals")
@@ -35,9 +35,9 @@ const level = {
// tech.giveTech("extruder")
// m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
// level.reactor();
// level.pavilion();
// level.testing(); //not in rotation, used for testing
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
@@ -49,11 +49,8 @@ const level = {
// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
// level.null()
// lore.unlockTesting();
// tech.giveTech("tinker"); //show junk tech in experiment mode
// tech.giveRandomJUNK()
// tech.giveRandomJUNK()
} else {
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
// spawn.pickList = ["focuser", "focuser"]
@@ -237,7 +234,6 @@ const level = {
Math.initialSeed = String(document.getElementById("seed").value)
Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
}
if (simulation.isTraining) {
level.levels = level.trainingLevels.slice(0) //copy array, not by just by assignment
} else {
@@ -2760,7 +2756,7 @@ const level = {
doorIn.isClosing = false
doorOut.isClosing = false
powerUps.spawnBossPowerUp(2900, -100)
powerUps.spawn(2900, -200, "tech")
powerUps.spawn(3050, -200, "tech")
}
}
};