JUNK percents

JUNK tech: facsimile - copy current level and insert into level queue
JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics

tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options)
  the percent values may seem like more but I actually lowered the JUNK chance about 10%

meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research)
symbiosis: only gives 1 bonus tech (was 1 or 2)
blink boss rebalanced (it's easier, and has two modes)

bug fixes
This commit is contained in:
landgreen
2021-10-27 19:21:51 -07:00
parent 34b1a02981
commit 79e27978ec
11 changed files with 985 additions and 86 deletions

View File

@@ -1,14 +1,34 @@
******************************************************** NEXT PATCH **************************************************
tech: neutronium - 90% harm reduce while field is active, 33% slower move speed
(requires negative mass field)
tech: charmed baryon - 0 cost wormhole, 33% slower move speed
harpoon tech: reticulum now always fires extra harpoons even if there are no targets
tech.removeTech() method has been improved
JUNK tech: facsimile - copy current level and insert into level queue
JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics
tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options)
the percent values may seem like more but I actually lowered the JUNK chance about 10%
meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research)
symbiosis: only gives 1 bonus tech (was 1 or 2)
blink boss rebalanced (it's easier, and has two modes)
bug fixes
******************************************************** TODO ********************************************************
fields weak in late game?
Pilot wave?
buff with cool tech options from other fields
buff with another damage scaling tech
stand wave and diamagnetism
buff end stage tech for these
tech perfect diamagnetism - holding the field makes the field slowly travel forward
could be base effect
make a field that just fires your first gun
if they have to share a cooldown give 50% shorter fire CD
bug - death while paused crashes game?
tech: aerodynamic heating - railgun rods super heat the air around it doing AoE damage