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