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
This commit is contained in:
landgreen
2022-10-23 19:07:07 -07:00
parent 3a9cc28b76
commit de6d910aca
9 changed files with 314 additions and 128 deletions

View File

@@ -557,6 +557,11 @@ summary {
color: hsl(218, 100%, 58%);
}
.highlight {
border-radius: 6px;
background-color: #ff0;
padding: 3px;
}
/* colors for pause, selection and experiment */
/* #text-log {