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
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16
todo.txt
16
todo.txt
@@ -1,15 +1,11 @@
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******************************************************** NEXT PATCH ********************************************************
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foam dissipates a bit faster, has less ammo, and does 60% more damage per second
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tech: foam fractionation - foam is 100% bigger when you are below 200 ammo
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difficulty now increases linearly, even after beating the final boss
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beating the final boss automatically increases the difficulty mode for this run and future runs
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some foam balancing, mostly buffs
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standing wave harmonics gets 15% harm reduction again
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******************************************************** BUGS ********************************************************
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(once) negative mass field freeze tech doesn't seem to slow down bullets
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can't figure out why
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CPT check for crouch after rewind
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(always) make it so that when you are immune to harm you can either jump on mobs or you pass through them
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@@ -27,6 +23,12 @@ CPT check for crouch after rewind
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******************************************************** TODO ********************************************************
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tech: dodge chance for cloaking, harmonic fields, also pilot wave
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20% chance up to 3 stacks, not additive
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0.8^count
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set to 100% harm reduction randomly
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if (Math.random() < 0.2) damage *= 0;
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rename
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health > integrity, unity
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heal > also integrity, unity
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