diff --git a/js/bullets.js b/js/bullets.js
index e1a9ea2..a688e2a 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -207,7 +207,7 @@ const b = {
knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 18);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
- damageScale *= 0.7 //reduced damage for each additional explosion target
+ damageScale *= 0.8 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 35);
diff --git a/js/level.js b/js/level.js
index 75fae2c..01da17a 100644
--- a/js/level.js
+++ b/js/level.js
@@ -12,9 +12,10 @@ const level = {
start() {
// game.zoomScale = 1400 //1400
if (game.levelsCleared === 0) {
+ document.title = "n-gon";
this.intro(); //starting level
// b.giveGuns(0) // set a starting gun for testing
- // mech.fieldUpgrades[2]() //give a field power up for testing
+ mech.fieldUpgrades[5]() //give a field power up for testing
// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
// this.bosses();
// this.testingMap();
diff --git a/js/player.js b/js/player.js
index 02d8aa8..c6c787a 100644
--- a/js/player.js
+++ b/js/player.js
@@ -708,7 +708,7 @@ const mech = {
// push all mobs in range
for (let i = 0, len = mob.length; i < len; ++i) {
if (this.lookingAt(mob[i]) && Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < this.grabRange && Matter.Query.ray(map, mob[i].position, this.pos).length === 0) {
- const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.02)
+ const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.015)
if (this.fieldMeter > fieldBlockCost) {
this.fieldMeter -= fieldBlockCost;
if (this.fieldDamage) mob[i].damage(b.dmgScale * this.fieldDamage);
@@ -870,7 +870,7 @@ const mech = {
},
() => {
mech.fieldMode = 2;
- game.makeTextLog("Kinetic Energy Field
(left mouse or space bar)
field emitter does damage on contact
blocks are thrown at a higher velocity
field emitter does damage on contact
blocks are thrown at a higher velocity
field emitter nullifies gravity around player
field emitter can hold more massive objects
field emitter nullifies gravity around player
field emitter holds more massive objects
when energy is full, build a drone using 10 energy
reduced energy regeneration