you're a firework

grenade tech: flame test - grenades release a cluster of smaller explosions
grenade tech: pyrotechnics - grenades release a circle of smaller explosions
grenade tech: implosion - explosions pull things in, not out,  +25% to grenade explosion damage and radius
chain reaction no longer requires vacuum bomb
bosses and mobs have much less knock back from explosions
  invulnerable mobs have no knock back

alternator harpoon/grapple/railgun energy drain reduced by 100->60%
bots no longer unlock tech until you upgrade to a bot type
JUNK tech rule 30 is now sometimes rule 90 instead
disabled testing for why? mode

wave beam
  amplitude 50->37% damage
  propagation 50->37% damage
worms
  annelids 10-120% -> about 37% damage
radiation
  nuclear transmutation stacks 9x
    gives 70->47% damage per stack
explosions
  ammonium nitrate 27->24% damage and radius
This commit is contained in:
landgreen
2022-05-17 15:35:49 -07:00
parent c65e163b6f
commit dd8fd925e0
11 changed files with 434 additions and 617 deletions

View File

@@ -838,13 +838,13 @@ const simulation = {
if (tech.isDronesTravel && m.alive) {
//count drones
let count = 0
let droneCount = 0
let sporeCount = 0
let wormCount = 0
let deliveryCount = 0
for (let i = 0; i < bullet.length; ++i) {
if (bullet[i].isDrone) {
count++
droneCount++
if (bullet[i].isImproved) deliveryCount++
} else if (bullet[i].isSpore) {
sporeCount++
@@ -855,11 +855,11 @@ const simulation = {
//respawn drones in animation frame
let respawnDrones = () => {
if (count > 0) {
if (droneCount > 0) {
requestAnimationFrame(respawnDrones);
if (!simulation.paused && !simulation.isChoosing) {
const where = { x: level.enter.x + 50, y: level.enter.y - 60 }
count--
droneCount--
if (tech.isDroneRadioactive) {
b.droneRadioactive({ x: where.x + 100 * (Math.random() - 0.5), y: where.y + 100 * (Math.random() - 0.5) }, 0)
} else {
@@ -1037,7 +1037,7 @@ const simulation = {
if (!(m.cycle % 420)) { //once every 7 seconds
if (tech.isZeno) {
m.health *= 0.93 //remove 7%
m.health *= 0.94 //remove 7%
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