Bugfixes
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@@ -70,10 +70,12 @@ public class DefaultWaves{
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shieldScaling = 20f;
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}},
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new SpawnGroup(mace){{
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new SpawnGroup(spiroct){{
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begin = 45;
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spacing = 3;
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unitScaling = 2;
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unitScaling = 1;
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max = 10;
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shieldScaling = 10f;
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effect = StatusEffects.overdrive;
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}},
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@@ -92,15 +94,16 @@ public class DefaultWaves{
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shieldScaling = 20f;
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}},
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new SpawnGroup(dagger){{
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new SpawnGroup(quasar){{
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begin = 82;
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spacing = 3;
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unitAmount = 4;
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unitScaling = 3;
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shieldScaling = 30f;
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effect = StatusEffects.overdrive;
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}},
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new SpawnGroup(dagger){{
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new SpawnGroup(pulsar){{
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begin = 41;
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spacing = 5;
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unitAmount = 1;
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@@ -146,6 +149,8 @@ public class DefaultWaves{
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unitAmount = 4;
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unitScaling = 3;
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spacing = 5;
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shields = 100f;
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shieldScaling = 10f;
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effect = StatusEffects.overdrive;
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}},
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@@ -157,7 +162,7 @@ public class DefaultWaves{
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max = 16;
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}},
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new SpawnGroup(horizon){{
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new SpawnGroup(nova){{
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begin = 53;
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unitAmount = 2;
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unitScaling = 3;
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@@ -176,6 +181,7 @@ public class DefaultWaves{
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unitAmount = 1;
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unitScaling = 1;
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spacing = 30;
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shieldScaling = 10f;
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}},
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new SpawnGroup(reign){{
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@@ -183,6 +189,7 @@ public class DefaultWaves{
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unitAmount = 1;
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unitScaling = 1;
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spacing = 40;
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shieldScaling = 10f;
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}},
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new SpawnGroup(antumbra){{
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@@ -190,6 +197,15 @@ public class DefaultWaves{
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unitAmount = 1;
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unitScaling = 1;
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spacing = 40;
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shieldScaling = 10f;
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}},
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new SpawnGroup(vela){{
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begin = 100;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 30;
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shieldScaling = 20f;
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}},
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new SpawnGroup(horizon){{
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@@ -197,6 +213,18 @@ public class DefaultWaves{
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unitAmount = 2;
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unitScaling = 3;
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spacing = 4;
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shields = 40f;
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shieldScaling = 20f;
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}},
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new SpawnGroup(atrax){{
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begin = 210;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 35;
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shields = 1000;
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shieldScaling = 35f;
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}}
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);
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}
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@@ -234,6 +262,7 @@ public class DefaultWaves{
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int next = Mathf.random(8, 16);
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float shieldAmount = Math.max((i - shieldStart) * shieldsPerWave, 0);
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int space = start == 0 ? 1 : Mathf.random(1, 2);
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//main progression
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out.add(new SpawnGroup(curSpecies[Math.min(curTier, curSpecies.length - 1)]){{
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@@ -244,6 +273,7 @@ public class DefaultWaves{
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unitScaling = Mathf.random(1f, 2f);
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shields = shieldAmount;
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shieldScaling = shieldsPerWave;
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spacing = space;
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}});
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//extra progression that tails out, blends in
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