time dilation rework

time dilation field rework
  2x energy regen, but pausing time now uses much more energy
  you are immune to harm while time is paused
    but this stops energy regen
    tech timelike is removed

eternalism gives 50% damage instead of ammo
  also disables the pause button, and other pause effects

tech: polyurethane foam - super balls turn into foam after hitting a mob
supertemporal renamed autocannon
  now gives +1 ball, and has a shorter delay between balls

harpoon and grapple no longer lose ammo when you run out of energy
  they just trigger a 2 second fire CD
slashBoss doesn't slash as often at higher difficulty levels
field descriptions rewritten

bug fixes
This commit is contained in:
landgreen
2022-05-01 05:56:08 -07:00
parent 38d356e592
commit 936741a4e7
9 changed files with 624 additions and 545 deletions

View File

@@ -1,34 +1,45 @@
******************************************************** NEXT PATCH **************************************************
tech: eternalism - tech,gun,field gives an ammo but, time doesn't pause while choosing
I might change the ammo to something else, not sure, maybe just damage
JUNK tech: panpsychism - awaken blocks, blocks can drop power ups
time dilation field rework
2x energy regen, but pausing time now uses much more energy
you are immune to harm while time is paused
but this stops energy regen
tech timelike is removed
cache gives 14->16x ammo
1st ionization energy gives 8->10% max energy on heal
eternalism gives 50% damage instead of ammo
also disables the pause button, and other pause effects
powerUpBossBaby immunity phase is a bit shorter
tech: polyurethane foam - super balls turn into foam after hitting a mob
supertemporal renamed autocannon
now gives +1 ball, and has a shorter delay between balls
harpoon and grapple no longer lose ammo when you run out of energy
they just trigger a 2 second fire CD
slashBoss doesn't slash as often at higher difficulty levels
field descriptions rewritten
bug fixes
******************************************************** TODO ********************************************************
tech: - don't pause time during draft
tech: eternalism - don't pause time during draft
bugs
requirements change after draft is generated
disable effects that change requirements
when simulation.isChoosing you can't: eject tech,
check for requirements onclick and give random tech if not met?
make lasers on labs flash on and off
make switch a button that stays down
check for requirements onclick and give random tech if not met?
tech expansion: should also make other fields do things
perfect diamagnetism moves forward when you hold down the shield
maybe only with crouch?
time dilation drains 1/2 as much energy when paused
grow plasma torch as you hold it down
negative mass effects much more space
needs more benefit
reduces the cloaking vision effect?
needs more benefit
nonrefundable tech don't display, this is confusing
maybe they can show up but greyed out or something
make your power up list scrollable while in power up selection pause menu
Tech could probably be indexed, something like running
tech.index = new Map();
for (let i = 0; i < tech.tech.length; i++) {
@@ -45,10 +56,6 @@ if (queriedTech) {
guntech fire a bullet that fires nail fragments after 1s in the same direction as the original bullet
like overwatch roadhog
make mol fab field do something cool when it blocks
generate energy?
reset lifespan of: drone,spore,worm, iceIX
bring back:
the old phase decoherence field
make cloak only active on input.field down