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:
landgreen
2024-08-18 21:14:02 -07:00
parent 52046ca88b
commit 220a6b4c15
14 changed files with 221 additions and 162 deletions

110
todo.txt
View File

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