pigeonhole principle
tech: junk DNA - +53% spore/worm/flea damage per JUNK tech you have, +50% JUNK added to tech pool
tech: pigeonhole principle - +31% damage for each gun you have, while a chosen gun is active
chosen gun cycles each level
syncs well with generalist
heuristics 30->25% fire rate, and now spawns a gun
arsenal gives 13->22% damage per gun, but no longer counts your current gun
active cooling gives 18->28% fire rate per gun, but no longer counts your current gun
supply chain adds 4% JUNK
dead reckoning 36->50% damage
alternator harpoon 60->80% energy cost reduction
quickly releasing the fire button retracts harpoon early
JUNK tech - circular symmetry - ship gets 200% damage, ship only faces forward but you can rotate the universe
several bug fixes
coupling for molecular assembler 5->8 energy per second
but also fixed a bug where coupling was giving 10x regen
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@@ -362,6 +362,7 @@ const m = {
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tech.cancelCount = 0;
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tech.extraMaxHealth = 0;
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tech.totalCount = 0;
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tech.countJunkTech();
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const randomBotCount = b.totalBots()
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b.zeroBotCount()
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//remove all bullets, respawn bots
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@@ -1066,7 +1067,8 @@ const m = {
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} else {
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m.fieldRegen = 0.001 //6 energy per second
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}
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if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.008333 * m.coupling
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if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.00133 * m.coupling //return `generate <strong>${(6*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
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if (tech.isTimeCrystals) {
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m.fieldRegen *= 3
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} else if (tech.isGroundState) {
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@@ -1589,7 +1591,7 @@ const m = {
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case 3: //negative mass
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return `<strong>+${((1-0.73 ** couple)*100).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
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case 4: //assembler
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return `generate <strong>${(5*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
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return `generate <strong>${(8*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
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case 5: //plasma
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return `<strong>+${(15*couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>`
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case 6: //time dilation
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