switchWorlds
reworked m.switchWorlds() (used in many-worlds and similar effects)
no longer has extra bot build up
effects that carry over into next world:
your total tech count
effects of non-removeable tech, like determinism
mass production research ramps up by 5->4 each time
bot fabrications cost ramp is increased to (+1 per 4)-->(+1 per 3)
lowered minimum threshold for making small heals from over healing to 13->20 health
snakeBoss invulnerable phase is 5->4 seconds long
time dilation disables level based lasers
adjusted laser sensor paths on substructure level
move splash screen buttons to bottom right
added a start button
details menus in splash screen now have individual widths instead of sharing with each other
bugs
non-renewables change color for ammo power ups on current level
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@@ -195,7 +195,7 @@ const spawn = {
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ctx.strokeStyle = "#000"
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ctx.lineWidth = 1;
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ctx.stroke();
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if (tech.isDarkStar && !m.isCloak) { //&& !m.isBodiesAsleep
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if (tech.isDarkStar && !m.isCloak) { //&& !m.isTimeDilated
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ctx.fillStyle = "rgba(10,0,40,0.4)"
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ctx.fill()
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//damage mobs
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@@ -3896,7 +3896,7 @@ const spawn = {
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if (this.health < this.nextHealthThreshold) {
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this.health = this.nextHealthThreshold - 0.01
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this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
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this.invulnerableCount = 300
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this.invulnerableCount = 240
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this.isInvulnerable = true
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this.damageReduction = 0
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if (this.history.length < 200) for (let i = 0; i < 11; i++) this.history.unshift(this.history[0])
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