mass-energy rework
mass-energy is compatible with more tech
defense works with mass-energy, but is exponentially reduced (~10%)
damage taken scales with difficulty based heal reduction
1.3x dmg level 5 hard, 2x dmg level 13 why
ergodicity: 91->66% damage, no heals -> 1/2 size heals
negative feedback 0.5% -> 1% damage per missing health
negative entropy spawn heals for 33% missing health not 33 flat missing health
this means it caps at 3 health per level
tech - iceIX freeze effect lasts 2 seconds longer, spawn 10 coupling
perfect diamagnetism, standing wave
research is less common
path integral comes with 5% JUNK
there are fewer starting power ups on why difficulty
bug fixes:
fixed the text overflow issue on small screens
decoherence: if you get a tech that is banished it stops being banished
you can now have negative research
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@@ -2961,7 +2961,7 @@ const b = {
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if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
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setTimeout(() => { if (!who.alive) m.energy += tech.iceEnergy * 0.8 }, 10);
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}
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mobs.statusSlow(who, 180)
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mobs.statusSlow(who, tech.iceIXFreezeTime)
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this.endCycle = simulation.cycle
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// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
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},
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