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
This commit is contained in:
landgreen
2022-09-26 08:42:34 -07:00
parent 9d0a49de19
commit d7c01ef92c
11 changed files with 458 additions and 366 deletions

View File

@@ -1157,8 +1157,13 @@ const simulation = {
if (!(m.cycle % 420)) { //once every 7 seconds
if (tech.isZeno) {
m.health *= 0.95 //remove 5%
m.displayHealth();
if (tech.isEnergyHealth) {
m.energy *= 0.95
} else {
m.health *= 0.95 //remove 5%
m.displayHealth();
}
}
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles