extruder
wave beam damage works better vs. high mass mobs
also more damage and ammo
mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
mod: Bose Einstein condensate - freeze mobs inside your field
pilot wave, negative mass field, time dilation field
difficulty - after you clear the finalBoss, difficulty increase per level is now lower
but, when the finalBoss dies difficulty immediately increases greatly
difficulty used to work like this:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
(+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
(+4 per level) 44,48,52,56 ...
difficulty works like this now:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
(+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
(+3 per level) 43,46,49,52 ...
difficulty mode scales these numbers
easy: x1, normal: x2, hard: x4, why: x6
each time difficulty increases:
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
b.dmgScale *= 0.93; // your damage goes down
game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
This commit is contained in:
53
todo.txt
53
todo.txt
@@ -1,17 +1,43 @@
|
||||
******************************************************** NEXT PATCH ********************************************************
|
||||
|
||||
catabolism - 2% (was 2.3%) of max health removed
|
||||
many worlds - spawns 2 rerolls (was 1)
|
||||
pilot wave field- now has access to several mods that normally require other fields
|
||||
this plus the fragmenting block mod are a big buff for late game pilot wave
|
||||
let me know if it is too strong
|
||||
wave beam damage works better vs. high mass mobs
|
||||
also more damage and ammo
|
||||
|
||||
mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
|
||||
|
||||
mod: Bose Einstein condensate - freeze mobs inside your field
|
||||
pilot wave, negative mass field, time dilation field
|
||||
|
||||
difficulty - after you clear the finalBoss, difficulty increase per level is now lower
|
||||
but, when the finalBoss dies difficulty immediately increases greatly
|
||||
|
||||
difficulty used to work like this:
|
||||
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
|
||||
(+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
|
||||
(+4 per level) 44,48,52,56 ...
|
||||
|
||||
difficulty works like this now:
|
||||
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
|
||||
(+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
|
||||
(+3 per level) 43,46,49,52 ...
|
||||
|
||||
difficulty mode scales these numbers
|
||||
easy: x1, normal: x2, hard: x4, why: x6
|
||||
|
||||
each time difficulty increases:
|
||||
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
|
||||
b.dmgScale *= 0.93; // your damage goes down
|
||||
game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
|
||||
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
|
||||
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
|
||||
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
|
||||
|
||||
mod nano-scale: bot prototypes - upgrade a bot type and build 2 of that bot
|
||||
mod nano-scale: bot manufacturing - build 3 random bots
|
||||
these mods don't show up in custom
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
entering custom, after dieing makes all mods look white (not disabled)
|
||||
this goes away after clicking something so it seems to be only a graphical issue
|
||||
|
||||
(not able to reproduce, might be fixed) possible bug with neutron rewind
|
||||
status doesn't apply correctly for spawned neutron bombs that are stuck to a shield
|
||||
also saw neutron bombs bounce off shield, for normal bullets
|
||||
@@ -42,6 +68,17 @@ mod and mob are too similar
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
|
||||
mod plasma torch: extruder speed is improved
|
||||
|
||||
color/highlight field or gun mods in selection menu (or custom)
|
||||
to show that they are special
|
||||
|
||||
mechanic - Your energy regen is only active when field and gun have not been used for 5 seconds.
|
||||
|
||||
divide supercapacitator into 2-3 stacks
|
||||
smaller effect for stack 1, but overall bigger effect at 3
|
||||
|
||||
be able to open up custom mode in the normal game
|
||||
might need to be rebuilt from scratch
|
||||
while in through testing mode?
|
||||
|
||||
Reference in New Issue
Block a user