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
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12
js/level.js
12
js/level.js
@@ -17,7 +17,7 @@ const level = {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.isHorizontalFlipped = true
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// m.setField("metamaterial cloaking")
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// b.giveGuns("missiles")
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// b.giveGuns("laser")
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// tech.giveTech("scrap-bot manufacturing")
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// tech.giveTech("dynamo-bot upgrade")
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// tech.giveTech("time crystals")
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@@ -35,9 +35,9 @@ const level = {
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// tech.giveTech("extruder")
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// m.immuneCycle = Infinity //you can't take damage
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// level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.reactor();
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// level.pavilion();
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// level.testing(); //not in rotation, used for testing
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if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// powerUps.research.changeRerolls(3000)
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@@ -49,11 +49,8 @@ const level = {
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// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
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// level.null()
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// lore.unlockTesting();
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// tech.giveTech("tinker"); //show junk tech in experiment mode
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// tech.giveRandomJUNK()
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// tech.giveRandomJUNK()
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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// spawn.pickList = ["focuser", "focuser"]
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@@ -237,7 +234,6 @@ const level = {
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Math.initialSeed = String(document.getElementById("seed").value)
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Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
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}
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if (simulation.isTraining) {
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level.levels = level.trainingLevels.slice(0) //copy array, not by just by assignment
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} else {
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@@ -2760,7 +2756,7 @@ const level = {
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doorIn.isClosing = false
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doorOut.isClosing = false
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powerUps.spawnBossPowerUp(2900, -100)
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powerUps.spawn(2900, -200, "tech")
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powerUps.spawn(3050, -200, "tech")
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}
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}
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};
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