finalBoss has a bit less health

laser lens has a glow effect
slow light has 11->7 unique beams
  slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
          20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy

JUNK tech: placebo -  +777% damage +777% defense

bug fixes
This commit is contained in:
landgreen
2022-10-15 08:16:01 -07:00
parent 3c860797b3
commit d996c4f2a2
8 changed files with 306 additions and 139 deletions

View File

@@ -602,13 +602,10 @@ const m = {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], {
x: 0,
y: 0
});
Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
}
}
m.energy = Math.max(m.energy - steps / 150, 0.01)
m.energy = Math.max(m.energy - steps / 200, 0.01)
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
let isDrawPlayer = true
@@ -1049,7 +1046,7 @@ const m = {
} else {
m.fieldRegen = 0.001 //6 energy per second
}
if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.001 * m.coupling
if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.008333 * m.coupling
if (tech.isTimeCrystals) {
m.fieldRegen *= 3
} else if (tech.isGroundState) {
@@ -1572,7 +1569,7 @@ const m = {
case 3: //negative mass
return `<strong>+${((1-0.73 ** couple)*100).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
case 4: //assembler
return `generate <strong>${(6*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
return `generate <strong>${(5*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
case 5: //plasma
return `<strong>+${(15*couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>`
case 6: //time dilation