neocognitron pulse aim
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27
todo.txt
27
todo.txt
@@ -1,27 +1,20 @@
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damage immunity after a collisions is reduced from 1/2s to 1/4s
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freezing status effects only last 1/4 as long on boss mobs
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mod - shotgun 66% increased fire rate and recoil
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mod - slowly heal when below 25% health
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mod - superdeterminism spawn 4 mods, but rerolls, fields, and guns no longer spawn
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foam mod, necrophoresis now aims the foam bullets, which makes it more effective at groups
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flechettes mod, piercing needles now goes through blocks as well as mobs
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mod - spawn 3 ammo, rerolls, or heals after destroying a shield
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rerolls drop 60% more often
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mines delay a 1/2 second longer before they arm
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mod: supply chain - doubles your current ammo, requires mod:logistics
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mod: neocognitron - pulse auto aiming
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************** TODO - n-gon **************
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physics question: why don't the bound states of fields spread out. What is making them bound.
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mobs killed by _____ always drops ammo
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issues getting the code to work
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rework reaction inhibitor to spawn mobs with 12% less life, rather then killing them at 12%
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levels: make a function in the main game loop that runs level specific code
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reset the level function as each new level loads
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phase field still isn't fun
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rework renormalization mod as well
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does phase field need the stealth flag?
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mod: use the stealth flag from the phase decoherence field
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maybe trigger it along with the damage immunity CD
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levels: make a function in the main game loop that runs level specific code
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reset the level function as each new level loads
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mod: efficient shielding (requires standing wave harmonics field)
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lowers force applied when blocking mobs (instead of flinging them away, you push them like with plasma torch), but uses less energy to block mobs
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and making it so liquid nitrogen and uranium reactor core have that effect in a radius around the player instead of on contact
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