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