planetesimals broadcast
tech: inductive coupling - regen is increased by 500%, but you only regen when crouched tech gun turret gives 55% -> 60% harm reduction also I fixed a bug where it was giving 45% not 55% old tech inductive coupling is renamed: permittivity permittivity gives 3 -> 4 max energy per unused power up 1st ionization energy gives 6 -> 7 max energy per heal tech expansion - no longer costs energy to expand standing wave field JUNK tech planetesimals now can spawn tech in n-gon or kill the player in n-gon
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15
js/level.js
15
js/level.js
@@ -15,10 +15,10 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("time dilation")
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// b.giveGuns("grenades")
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// tech.giveTech("neutron bomb")
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// tech.giveTech("vacuum bomb")
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// m.setField("metamaterial cloaking")
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b.giveGuns("laser")
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// tech.giveTech("spherical harmonics")
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tech.giveTech("relative permittivity")
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// tech.giveTech("causality bombs")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("antiscience")
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@@ -26,6 +26,11 @@ const level = {
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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// tech.isCancelDuplication = true
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level.intro(); //starting level
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// level.testing(); //not in rotation, used for testing
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// level.template(); //not in rotation, blank start new map development
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@@ -94,7 +99,7 @@ const level = {
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}
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}
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if (tech.isExtraMaxEnergy) {
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tech.healMaxEnergyBonus += 0.03 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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tech.healMaxEnergyBonus += 0.04 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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m.setMaxEnergy();
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}
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if (tech.isGunCycle) {
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