foam balance

beating the final boss automatically increases the difficulty mode for this run and future runs
some foam balancing, mostly buffs
standing wave harmonics gets 15% harm reduction again
This commit is contained in:
landgreen
2021-01-01 05:42:06 -08:00
parent 2c30382093
commit 3fa89b85d7
9 changed files with 215 additions and 170 deletions

View File

@@ -1,15 +1,11 @@
******************************************************** NEXT PATCH ********************************************************
foam dissipates a bit faster, has less ammo, and does 60% more damage per second
tech: foam fractionation - foam is 100% bigger when you are below 200 ammo
difficulty now increases linearly, even after beating the final boss
beating the final boss automatically increases the difficulty mode for this run and future runs
some foam balancing, mostly buffs
standing wave harmonics gets 15% harm reduction again
******************************************************** BUGS ********************************************************
(once) negative mass field freeze tech doesn't seem to slow down bullets
can't figure out why
CPT check for crouch after rewind
(always) make it so that when you are immune to harm you can either jump on mobs or you pass through them
@@ -27,6 +23,12 @@ CPT check for crouch after rewind
******************************************************** TODO ********************************************************
tech: dodge chance for cloaking, harmonic fields, also pilot wave
20% chance up to 3 stacks, not additive
0.8^count
set to 100% harm reduction randomly
if (Math.random() < 0.2) damage *= 0;
rename
health > integrity, unity
heal > also integrity, unity