flechettes pierce

above level 20 boss power ups only drop on even levels
removed mod ablative mines  (was buggy, and too similar to ablative drones)
flechettes get stuck in walls
flechettes do no damage to mobs on hit
flechettes do more damage over time, and have more ammo
mod - flechettes pierce mobs
mod - mutualism: each spore does 2x damage but they borrow 1% life from player
This commit is contained in:
landgreen
2020-05-31 09:11:53 -07:00
parent 7a89051384
commit e14a56f362
9 changed files with 249 additions and 113 deletions

View File

@@ -17,9 +17,9 @@ const level = {
// game.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(9)
// mech.setField("time dilation field")
// mod.giveMod("brushless motor");
// mod.giveMod("mutualism");
// b.giveGuns("drones")
// b.giveGuns("mine")
// b.giveGuns("spores")
// mech.setField("pilot wave")
// mech.setField("phase decoherence field")
@@ -60,10 +60,10 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
game.dmgScale += 0.205; //damage done by mobs increases each level
game.dmgScale += 0.21; //damage done by mobs increases each level
b.dmgScale *= 0.91; //damage done by player decreases each level
game.accelScale *= 1.024 //mob acceleration increases each level
game.lookFreqScale *= 0.976 //mob cycles between looks decreases each level
game.accelScale *= 1.027 //mob acceleration increases each level
game.lookFreqScale *= 0.974 //mob cycles between looks decreases each level
game.CDScale *= 0.964 //mob CD time decreases each level
}
game.healScale = 1 / (1 + game.difficulty * 0.09) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
@@ -71,11 +71,11 @@ const level = {
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
game.dmgScale -= 0.205; //damage done by mobs increases each level
game.dmgScale -= 0.21; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.91; //damage done by player decreases each level
game.accelScale /= 1.024 //mob acceleration increases each level
game.lookFreqScale /= 0.976 //mob cycles between looks decreases each level
game.accelScale /= 1.027 //mob acceleration increases each level
game.lookFreqScale /= 0.974 //mob cycles between looks decreases each level
game.CDScale /= 0.964 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 0;
@@ -187,6 +187,8 @@ const level = {
// spawn.laserTargetingBoss(1600, -400)
// spawn.spawner(1600, -500)
spawn.sniper(1700, -120)
// spawn.sniper(1600, -120)
// spawn.sniper(1800, -120)
// spawn.cellBossCulture(1600, -500)
// spawn.shooter(1600, -500)
// spawn.striker(1600, -500)