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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@@ -253,7 +253,7 @@ const build = {
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</svg><br>`
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text += `
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<br><strong class='color-d'>damage</strong>: ${((tech.damageFromTech())).toPrecision(3)} difficulty: ${((m.dmgScale)).toPrecision(3)}
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<br><strong class='color-defense'>defense</strong>: ${(1-m.harmReduction()).toPrecision(3)} difficulty: ${(1/simulation.dmgScale).toPrecision(3)}
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<br><strong class='color-defense'>defense</strong>: ${tech.isEnergyHealth ? (1-Math.pow(m.harmReduction(), 0.1)).toPrecision(3) : (1-m.harmReduction()).toPrecision(3) } difficulty: ${(1/simulation.dmgScale).toPrecision(3)}
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<br><strong><em>fire rate</em></strong>: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
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${tech.duplicationChance() ? `<br><strong class='color-dup'>duplication</strong>: ${(tech.duplicationChance()*100).toFixed(0)}%`: ""}
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${m.coupling ? `<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)} <span style = 'font-size:90%;'>`+m.couplingDescription()+"</span>": ""}
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