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