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