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:
21
style.css
21
style.css
@@ -180,6 +180,7 @@ summary {
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visibility: hidden;
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opacity: 0;
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transition: opacity 0.25s linear;
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}
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#choose-grid {
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@@ -193,18 +194,20 @@ summary {
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border-radius: 8px;
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z-index: 12;
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background-color: #444;
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grid-template-columns: repeat(auto-fit, minmax(340px, 1fr));
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grid-auto-rows: minmax(auto, auto);
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grid-template-columns: repeat(auto-fit, 400px);
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/* grid-template-columns: repeat(auto-fit, minmax(360px, 450px)); */
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/* grid-auto-rows: minmax(auto, auto); */
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/* grid-auto-rows: 1; */
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font-size: 1.3em;
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/* box-shadow: 0px 0px 40px 20px rgba(255, 255, 255, 0.25); */
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/* box-shadow: 0px 0px 10px 5px rgba(0, 0, 0, 0.25); */
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display: grid;
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/* none; */
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visibility: hidden;
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opacity: 0;
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transition: opacity 0.25s linear;
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align-content: start;
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max-height: 100vh;
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overflow: auto;
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}
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.choose-grid-module {
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@@ -813,6 +816,16 @@ summary {
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opacity: 0.85;
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margin-bottom: -3px;
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}
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.heal-circle-energy {
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width: 14px;
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height: 14px;
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border-radius: 50%;
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display: inline-block;
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background-color: #ff0;
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border: 0.5px #000 solid;
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opacity: 0.85;
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margin-bottom: -3px;
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}
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.coupling-circle {
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width: 10px;
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