reactor reactions

automonous navigation -> path integration
  sends spores and worms and drones to the next level with you
MIRV gives 10->12% smaller radius and damage
laser tech slow light has 33% less spacing
tech exciton gives 70%->88% damage
discrete optimization: 40%->35% damage and fire delay
degenerate matter 60->66% harm reduction while field is active
virtual particles 15% duplication is now allowed for time dilation
railgun no longer uses extra ammo when firing multiple bullets with smelting
  smelting now costs more ammo with railgun
plasma torch, ball, extruder all use 33% less energy, do 15% more damage
bremsstrahlung does 15% more damage
standing wave field gives 50 energy
  it's cooldown for blocking shields in now 0.5->0.33 s

reactor
  fight now starts when you press a button, so you can prep
  spawns more ammo 4->7, heals 0->2
  will no longer show up on levels 2,3,4
  fewer bosses spawn at high difficulty levels
  has a small chance to spawn all 3 boss types
  sprayBoss is 25% slower, but it goes immune while spraying instead of shielding

community maps have a short message onload giving credit to the author
new level element balance - it's basically spinners and rotors combined
  I'm replacing all rotors to fix potential BUGS
    sewers, house, perplex, vats

requirement text bug fixes
This commit is contained in:
landgreen
2022-04-16 17:28:31 -07:00
parent 51f4489ae6
commit 2dc633d2da
11 changed files with 860 additions and 830 deletions

View File

@@ -1,30 +1,58 @@
******************************************************** NEXT PATCH **************************************************
nematodes now wiggle their tail. it's horrible
tech: transdimensional spores renamed transdimensional worms
spawns spores -> worms
automonous navigation -> path integration
sends spores and worms and drones to the next level with you
MIRV gives 10->12% smaller radius and damage
laser tech slow light has 33% less spacing
tech exciton gives 70%->88% damage
discrete optimization: 40%->35% damage and fire delay
degenerate matter 60->66% harm reduction while field is active
virtual particles 15% duplication is now allowed for time dilation
railgun no longer uses extra ammo when firing multiple bullets with smelting
smelting now costs more ammo with railgun
plasma torch, ball, extruder all use 33% less energy, do 15% more damage
bremsstrahlung does 15% more damage
standing wave field gives 50 energy
it's cooldown for blocking shields in now 0.5->0.33 s
missiles:
20% more ammo
no longer fire rapidly on crouch
instead crouch gives missile initial forward velocity
no crouch makes the missiles recoil back before they accelerate forward
tech: launch system - fire missiles 500% more rapidly, gives 25% ammo
doesn't work with cruse missile
tech: ICBM - cruse missile is even bigger and slower
reactor
fight now starts when you press a button, so you can prep
spawns more ammo 4->7, heals 0->2
will no longer show up on levels 2,3,4
fewer bosses spawn at high difficulty levels
has a small chance to spawn all 3 boss types
sprayBoss is 25% slower, but it goes immune while spraying instead of shielding
pavilion has been added back to the map rotation
this will make the game end at 13 again, and feel harder
let me know if it's absence resulted in less NaN game crashes
community maps have a short message onload giving credit to the author
new level element balance - it's basically spinners and rotors combined
I'm replacing all rotors to fix potential BUGS
sewers, house, perplex, vats
reactor sprayBoss is now harder to kill
bug fixes
requirement text bug fixes
******************************************************** TODO ********************************************************
bugs: requirement text man discord messages
make sure guns are listed to work with gun tech randomization
make player collisions with mobs do no harm while standing wave is active
Mobs bypass the [shrinking thing] on pavilion
either make this for all mobs or remove it
mobs only ignore it before it has been touched and returned
fix issues with rotor
maybe fixes NaN
vats, sewers
replace with code powered spinner
portal:
convert graphics to bitmaps
this seems to clip the edges
issues with
the end
platformer
player doesn't fling fast enough, unless arrows are held
player can't stand on blocks
but they can jump on blocks
bring back:
the old phase decoherence field