rule 30
plasma ball damage radius is 2x bigger map collisions radius is unchanged it no longer pops after hitting mobs energy drain is 50% higher JUNK tech: rule 30 generalist cycles guns with final boss phases
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34
todo.txt
34
todo.txt
@@ -1,25 +1,16 @@
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******************************************************** NEXT PATCH **************************************************
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electric reactive armor renamed electric armor
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reduce harm from explosions by 99%, drain 15 energy,
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and greatly increase knock back
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it does look like you can go through some thin walls,
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but that's how it is in the real world, so not a bug
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plasma ball damage radius is 2x bigger
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map collisions radius is unchanged
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it no longer pops after hitting mobs
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energy drain is 50% higher
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grenades have 40% more ammo
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JUNK tech: rule 30
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time dilation generates 12->18 energy/s
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generalist cycles guns with final boss phases
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******************************************************** TODO ********************************************************
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a self referencing tech that switches states every time you access the text of it
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switches state with it runs the description function
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could be ON/OFF tech
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could be JUNK
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gunIndex section at the end seems pointless
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merge with the choosing functions?
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add foam tech that makes foam stronger vs. shields
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tech: eternalism - don't pause time during draft
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@@ -42,19 +33,6 @@ tech expansion: should also make other fields do things
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nonrefundable tech don't display, this is confusing
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maybe they can show up but greyed out or something
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Tech could probably be indexed, something like running
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tech.index = new Map();
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for (let i = 0; i < tech.tech.length; i++) {
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tech.index.set(tech.tech.name, tech.tech);
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}
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So when you do something like tech.giveTech("nematodes") it can just do
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const queriedTech = tech.index.get("nematodes");
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if (queriedTech) {
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queriedTech.count++;
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queriedTech.effect();
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}
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guntech fire a bullet that fires nail fragments after 1s in the same direction as the original bullet
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like overwatch roadhog
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