constraint balance
tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
for pilot wave only
polariton - boosts also give 0.3x damage taken
constraints
removed
full damage taken after boss dies
wording is too unclear
new
0.5x energy regen from all sources
balanced
slow bots
bots have roughly 15% reduction in damage in addition to a slow follow speed
mob death heals mobs
has 1000->700 range and 1->0.33 healing
periodically spawn WIMPs
has a 30s delay and a 15->6s spawn rate
50->40% JUNK chance
heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
autonomous defense harpoon now scale from Bessemer process
but at half the rate since there are 6 harpoons
Bessemer process and rail gun scale at 0.1->0.07
bugs
crash with training level "heal" and power ups
set difficulty mode level 2 for training
This commit is contained in:
110
todo.txt
110
todo.txt
@@ -1,54 +1,33 @@
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******************************************************** NEXT PATCH **************************************************
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difficulty
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difficulty level 6 adds flat damage and damage taken
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bonus tech no longer spawns on level 2 and 3 on difficulty level 6
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at the end of subway you get 1 tech, but not on difficulty level 6
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difficulty level 3 and 5 add a random constraint that changes each level
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constraints are effects that only last until the level ends
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50% JUNK chance
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4x shielded mob chance
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power ups are sent to next level
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+33% chance for mobs to respawn
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-1 choice
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2x ammo costs
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duplication is set to zero
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50% max energy
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50% max health
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bots follow slow
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full damage taken after boss dies
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0.1x damage after a power up
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mob death heals mobs
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mobs heal for your lost health
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periodically spawn WIMPs
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exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
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damage boost has a unique gel/hair aura for each skin
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damage boost timer no longer ticks with time dilation field
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JUNK tech: stationary - thrown blocks can't move, but they still have momentum
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added a classic n-gon link for the previous patch in settings
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but images are disabled to save space
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on levels where you can fall endlessly, power ups will also fall endlessly
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they no longer teleport to the exit, sorry
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tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
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for pilot wave only
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polariton - boosts also give 0.3x damage taken
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Newton's 1st and 2nd laws are field tech, and they give twice the effect
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abelian group 4->3x damage while invulnerable
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bot fabrication price increases after 5->4 bots
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wikipedia 4->3 research per correct quiz
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upgraded sound bots fire fewer waves but do more damage per wave
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not much changed except improved performance, I think
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incendiary ammunition drones explode when they run out of durability not on the first hit
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this allows better synergy with other drone tech
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grappling hook retract momentum no longer scales with distance
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this should give you more control
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pressing the 3rd button in factory will remove blocks resting on the second block
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preventing an endless toggle
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constraints
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removed
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full damage taken after boss dies
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wording is too unclear
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new
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0.5x energy regen from all sources
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balanced
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slow bots
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bots have roughly 15% reduction in damage in addition to a slow follow speed
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mob death heals mobs
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has 1000->700 range and 1->0.33 healing
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periodically spawn WIMPs
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has a 30s delay and a 15->6s spawn rate
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50->40% JUNK chance
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bug fixes
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fleas no longer die early after hitting a high health target only once
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something with super ball density calculations for tech rebound
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grabbing a big block can make grappling hook go flying
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added 3 potential fixes, but the bug is too rare know if it's fixed
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heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
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autonomous defense harpoon now scale from Bessemer process
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but at half the rate since there are 6 harpoons
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Bessemer process and rail gun scale at 0.1->0.07
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bugs
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crash with training level "heal" and power ups
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set difficulty mode level 2 for training
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******************************************************** BUGS ********************************************************
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@@ -80,19 +59,36 @@ player can become crouched while not touching the ground if they exit the ground
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*********************************************************** TODO *****************************************************
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procedural animation
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https://www.youtube.com/watch?v=qlfh_rv6khY
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maybe no constraints on final boss and reactor?
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constraints balance
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50% JUNK chance
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4x shielded mob chance
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power ups are sent to next level
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+33% chance for mobs to respawn
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-1 choice
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2x ammo costs
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maybe nerf...
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0 duplication
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50% max energy
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50% max health
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bots follow slow
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0.1x damage after a power up
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mob death heals mobs
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mobs heal for your lost health
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periodically spawn WIMPs
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0.5x energy regen
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each difficulty setting adds a chance for a random effect
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make some effects only possible on certain levels, or with certain bosses?
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not implemented random constraint ideas________________________
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if player takes too long on a level
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spawn mobs at the end of player's history
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give a warning before they spawn
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black holes, sneakers, bullets
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mob death spawns something
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bullets
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mob bullets
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bosses heals nearby mobs
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ammo power ups give 0.7x ammo
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2x energy costs
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0.5x energy regen from all sources
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2x research costs
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mobs slowly regen health
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exit door takes 10x time to open,
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@@ -108,6 +104,12 @@ each difficulty setting adds a chance for a random effect
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explosions do 0.5x damage
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freeze effects last 0.25x time
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tech: - lower damage taken over 10s to 0x but after taking damage increase damage taken to 1x
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isn't this just CPT skin with less steps?
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maybe skin
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tech: - freezing grenades/explosions
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tech: - randomize constraints somehow
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in pause interface or power up selection menu?
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each time you research the current constraints also randomize?
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Reference in New Issue
Block a user