surface plasmons

retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
  no longer provides immunity for 1 second after exiting rewind
  spawns 20% fewer bots

deflecting changes
  shielded mobs take 50% more energy to deflect
  deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
  you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
    also you can't passively regen energy while shield is disabled

standing wave rework
  coupling gives iceIX -> max energy
  expansion gives deflection efficiency -> +50 max energy
  spherical harmonics gives 40 -> 50% deflection efficiency
  electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
    also  0.15 -> 0.22% damage per energy
  dynamic equilibrium is no longer unlocked by standing wave

tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction

added a generic system to add code that loops for a set time
Example code:
simulation.ephemera.push({
    name: "uniqueName",
    count: 60, //cycles before it self removes
    do() {
        this.count--
        if (this.count < 0) simulation.removeEphemera(this.name)
        //run code here
    },
})

some bug fixes
also new bugs probably
This commit is contained in:
landgreen
2023-04-09 08:29:59 -07:00
parent 07af7a7d5c
commit 2e76b5c181
6 changed files with 2413 additions and 133 deletions

View File

@@ -1,25 +1,24 @@
******************************************************** NEXT PATCH **************************************************
tech - after deflecting drains all your energy, shoot lasers in every direction
is it too hard to safely lose all energy after deflecting
add in some mob knock back or damage immunity?
make this a tech?
balance damage
download image
sometimes the field goes on CD after deflection but when energy isn't 0
fixed?
look at side effects of setting standing wave, molecular assembler, emitter to not disable at 0 energy, not 0.05 or 0.1
might allow repeated deflection with no CD?
energy regen is disable when deflection is on CD
m.fieldCDcycle < m.cycle
tech expansion no long gives deflection efficiency
retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
no longer provides immunity for 1 second after on ending rewind
also spawns 20% fewer bots and grenades
no longer provides immunity for 1 second after exiting rewind
spawns 20% fewer bots
bug fixes
deflecting changes
shielded mobs take 50% more energy to deflect
deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
also you can't passively regen energy while shield is disabled
standing wave rework
coupling gives iceIX -> max energy
expansion gives deflection efficiency -> +50 max energy
spherical harmonics gives 40 -> 50% deflection efficiency
electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
also 0.15 -> 0.22% damage per energy
dynamic equilibrium is no longer unlocked by standing wave
tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction
added a generic system to add code that loops for a set time
Example code:
@@ -33,17 +32,19 @@ simulation.ephemera.push({
},
})
some bug fixes
also new bugs probably
*********************************************************** TODO *****************************************************
use ephemera to replace things
JUNK?
request animation stuff
tech: choose next map by name after exiting current map
use modified tech selection code?
this might be too much work without much reward
JUNK only?
build a system to add in methods to an array that runs these objects in the game loop
method to run the code
condition to remove from array should be inside the method
JUNK only? or maybe combine with other buff
Tech: relativity
Simulation speed scales with movement speed. When still, time moves at 0.4 speed, at full walking speed its 1. (So if youre falling or something and you move faster the simulation will be faster than usual)
@@ -1279,3 +1280,5 @@ if pause is pressed while selecting power ups, display pause menu on top of sele
boost, coupling power ups tech - cyan electron orbiting a black nucleus electric field as bas-relief //(by Kazumasa Nagai)
radioactive - volumetric atomic nucleus diagram by Paul Catherall