diff --git a/js/bullets.js b/js/bullets.js
index b30d890..e0f0112 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -480,7 +480,7 @@ const b = {
},
{
name: "brushless motors",
- description: "your drones accelerate 40% faster",
+ description: "your drones accelerate 33% faster",
maxCount: 1,
count: 0,
allowed() {
@@ -961,7 +961,7 @@ const b = {
},
drone(speed = 1) {
const me = bullet.length;
- const THRUST = b.isModFastDrones ? 0.0023 : 0.0015
+ const THRUST = b.isModFastDrones ? 0.002 : 0.0015
const dir = mech.angle + 0.2 * (Math.random() - 0.5);
const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
diff --git a/js/level.js b/js/level.js
index 555d2ed..25caa41 100644
--- a/js/level.js
+++ b/js/level.js
@@ -13,13 +13,13 @@ const level = {
levelsCleared: 0,
start() {
if (level.levelsCleared === 0) {
- // level.difficultyIncrease(5)
+ // level.difficultyIncrease(15)
// b.giveGuns("minigun")
// mech.setField("phase decoherence field")
// b.giveMod("ground stomp");
- // level.intro(); //starting level
- level.testingMap();
+ level.intro(); //starting level
+ // level.testingMap();
// level.bosses();
// level.satellite();
// level.skyscrapers();
@@ -728,7 +728,7 @@ const level = {
spawn.randomBoss(2225, -1325, 0.4);
spawn.randomBoss(4900, -1200, 0);
//spawn.randomBoss(4850, -1250,0.7);
- if (game.difficulty > 4) spawn.randomLevelBoss(3000, -2400);
+ if (game.difficulty > 4) spawn.randomLevelBoss(3200, -2050);
},
aerie() {
// game.setZoom(3000);
@@ -1237,7 +1237,7 @@ const level = {
spawn.randomMob(-550, -100, -0.1);
spawn.randomBoss(-3250, -2700, 0.2);
spawn.randomBoss(-2450, -1100, 0);
- if (game.difficulty > 4) spawn.randomLevelBoss(-2400, -3100);
+ if (game.difficulty > 4) spawn.randomLevelBoss(-3400, -2800);
},
warehouse() {
diff --git a/js/spawn.js b/js/spawn.js
index 1048bec..706bfd2 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -155,7 +155,7 @@ const spawn = {
mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,150,155,0.7)");
let me = mob[mob.length - 1];
me.isCell = true;
- me.accelMag = 0.00018 * game.accelScale;
+ me.accelMag = 0.00015 * game.accelScale;
me.memory = 40;
me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
@@ -175,7 +175,7 @@ const spawn = {
this.split();
};
me.onDamage = function (dmg) {
- if (Math.random() < 0.18 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
+ if (Math.random() < 0.17 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
}
me.do = function () {
if (!mech.isBodiesAsleep) {
@@ -1093,11 +1093,9 @@ const spawn = {
this.seePlayerByLookingAt();
this.fire();
//gently return to starting location
- if (!(game.cycle % this.seePlayerFreq)) {
- const sub = Vector.sub(this.homePosition, this.position)
- const dist = Vector.magnitude(sub)
- if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.001)
- }
+ const sub = Vector.sub(this.homePosition, this.position)
+ const dist = Vector.magnitude(sub)
+ if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
};
},
bullet(x, y, radius = 6, sides = 0) {