Occam's razor

tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage

tech dormancy removed
tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen
tech: torpor - gives the opposite of it's previous effect
  if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10%

relativistic momentum - pushes blocks in addition to mobs
  not much benefit, but it's fun
supply chain:  still doubles ammo, but now also adds 5% JUNK (yay)
  it no longer has any tech requirements
inductive coupling: 600% -> 700% regen while crouched

JUNK tech: density - blocks are 100x times less dense

tech descriptions can change their text dynamically now
  only a few tech are using this option so far
This commit is contained in:
landgreen
2021-11-20 09:05:21 -08:00
parent 9e7e88c28d
commit d68ca63695
10 changed files with 594 additions and 416 deletions

View File

@@ -616,28 +616,7 @@ const simulation = {
Composite.add(engine.world, [player])
}
simulation.isHorizontalFlipped = (Math.random() < 0.5) ? true : false //if true, some maps are flipped horizontally
level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
if (simulation.isCommunityMaps) {
level.levels.push("stronghold");
level.levels.push("basement");
level.levels.push("crossfire");
level.levels.push("vats")
level.levels.push("n-gon")
level.levels.push("house");
level.levels.push("perplex");
level.levels.push("coliseum");
level.levels.push("tunnel");
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
}
if (!build.isExperimentSelection) { //experimental mode is endless
level.levels.unshift("intro"); //add level to the start of the randomized levels list
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
level.levels.push("final"); //add level to the end of the randomized levels list
}
level.populateLevels()
input.endKeySensing();
b.removeAllGuns();
@@ -736,6 +715,7 @@ const simulation = {
}
simulation.isCheating = false
simulation.firstRun = false;
build.hasExperimentalMode = false
build.isExperimentSelection = false;
build.isExperimentRun = false;