Note: This is an EXPERIMENTAL update available in the "bleedingedge" beta. It may contain instabilities beyond the base version currently available.
Last time I talked about the strong possibility of weakening high level lasers a bit. I have now implemented that. Previously, base laser strength would start at 1.0 at level 1 increase by 0.5 for each level beyond the first. This progression remains the same for Laser levels 1 through 5, but now starting at level 6 the increase will only be 0.25 for each level up to level 11, and then a final 0.5 increase at level 12. This addresses a balance issue where higher-level lasers combined with high-level Dark Matter laser upgrades were making mid-late game levels too easy to clear.
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Balancing:
- Reduced laser strength progression for level 6-11 Laser upgrade by 50%
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Improvements:
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Change the calculation of the rendered width of a laser beam. Laser width will now be proportional to the square root of the laser power instead of increasing linearly.
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Adjust assignment of colors in generated color schemes. Levels will all still feature the same hues, but the assignment of those hues to level elements may vary from prior versions.
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On 4-color schemes, level elements will always be assigned complementary colors, rather than the complementary colors possibly getting split between level elements.
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On 3-color schemes, there will no longer be a strong left-right color wheel rotation bias on the hue offset assignment.
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Changed depots in bleedingedge branch