field tech balance
field tech balance: pilot wave has access to more field tech: time crystals, WIMPs, no-cloning time dilation: can get symbiosis flux pinning: 2s -> 4s stun on blocking zero point energy: 74 energy -> 100 energy tessellation: 4->2 research cost bremsstrahlung: 33% more damage triple point: 50% more ice bug fixes
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31
todo.txt
31
todo.txt
@@ -1,34 +1,21 @@
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******************************************************** NEXT PATCH **************************************************
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JUNK tech: facsimile - copy current level and insert into level queue
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JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics
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field tech balance:
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pilot wave has access to more field tech: time crystals, WIMPs, no-cloning
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time dilation: can get symbiosis
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flux pinning: 2s -> 4s stun on blocking
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zero point energy: 74 energy -> 100 energy
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tessellation: 4->2 research cost
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bremsstrahlung: 33% more damage
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triple point: 50% more ice
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tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options)
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the percent values may seem like more but I actually lowered the JUNK chance about 10%
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meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research)
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symbiosis: only gives 1 bonus tech (was 1 or 2)
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blink boss rebalanced (it's easier, and has two modes)
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bug fixes
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bug fixes
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******************************************************** TODO ********************************************************
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fields weak in late game?
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Pilot wave?
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buff with cool tech options from other fields
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buff with another damage scaling tech
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stand wave and diamagnetism
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buff end stage tech for these
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tech perfect diamagnetism - holding the field makes the field slowly travel forward
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could be base effect
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make a field that just fires your first gun
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if they have to share a cooldown give 50% shorter fire CD
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bug - death while paused crashes game?
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tech: aerodynamic heating - railgun rods super heat the air around it doing AoE damage
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