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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13
js/spawn.js
13
js/spawn.js
@@ -1710,7 +1710,7 @@ const spawn = {
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Composite.add(engine.world, cons[cons.length - 1]);
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cons[len2].length = 100 + 1.5 * radius;
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me.cons2 = cons[len2];
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me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
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me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
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me.do = function() {
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// this.armor();
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this.gravity();
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@@ -1733,11 +1733,12 @@ const spawn = {
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for (let i = 0; i < nodes; ++i) {
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spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius, 12);
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Matter.Body.setDensity(mob[mob.length - 1], 0.004); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(mob[mob.length - 1], 0.003); //extra dense //normal is 0.001 //makes effective life much larger
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mob[mob.length - 1].damageReduction = 0.5
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targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
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}
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const attachmentStiffness = 0.05
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const attachmentStiffness = 0.02
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spawn.constrain2AdjacentMobs(nodes, attachmentStiffness, true); //loop mobs together
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for (let i = 0; i < nodes; ++i) { //attach to center mob
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@@ -1745,7 +1746,7 @@ const spawn = {
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bodyA: me,
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bodyB: mob[mob.length - i - 1],
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stiffness: attachmentStiffness,
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damping: 0.01
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damping: 0.03
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});
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Composite.add(engine.world, consBB[consBB.length - 1]);
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}
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@@ -2942,9 +2943,9 @@ const spawn = {
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Matter.Body.rotate(me, 2 * Math.PI * Math.random());
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me.accelMag = 0.00038 * Math.sqrt(simulation.accelScale);
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me.frictionAir = 0.01;
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me.swordRadiusMax = 450 + 7 * simulation.difficulty;
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me.swordRadiusMax = 500 + 8 * simulation.difficulty;
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me.laserAngle = 0;
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me.swordDamage = 0.0015 * simulation.dmgScale
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me.swordDamage = 0.002 * simulation.dmgScale
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spawn.shield(me, x, y, 1);
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Matter.Body.setDensity(me, 0.005); //extra dense //normal is 0.001 //makes effective life much larger
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