elasticity
tech: elasticity - skin, does "crouch landings" a tiny bit more jump and move faster, +15% defense (replaces squirrel cage rotor) tech: diaphragm - skin, defense cycles between -33% and +100% requires aperture tungsten carbide 150->200 maximum health but now does "crouch landings" a more Zectron damage 80->100% and it does a bit less harm to player flip-flop, relay switch are no longer skins pause brings up the most recent in game console message in game console no longer fades out it just instantly goes on and off bug fixes
This commit is contained in:
37
todo.txt
37
todo.txt
@@ -1,26 +1,41 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
some tech come with a skin - but only 1 at a time
|
||||
tech aperture - skin, damage cycles between -25% and +125%
|
||||
tungsten carbide - skin, +100->150 max health
|
||||
mass-energy equivalence - skin, gets a bit more benefit from defense
|
||||
CPT symmetry - skin, costs a bit less energy
|
||||
flip-flop, and relay switch and a few JUNK tech are also skins
|
||||
tech: elasticity - skin, does "crouch landings" a tiny bit more
|
||||
jump and move faster, +15% defense
|
||||
(replaces squirrel cage rotor)
|
||||
|
||||
tech: diaphragm - skin, defense cycles between -33% and +100%
|
||||
requires aperture
|
||||
|
||||
tungsten carbide 150->200 maximum health
|
||||
but now does "crouch landings" a more
|
||||
Zectron damage 80->100% and it does a bit less harm to player
|
||||
flip-flop, relay switch are no longer skins
|
||||
|
||||
pause brings up the most recent in game console message
|
||||
in game console no longer fades out it just instantly goes on and off
|
||||
|
||||
some new images
|
||||
bug fixes
|
||||
|
||||
|
||||
*********************************************************** TODO *****************************************************
|
||||
|
||||
Tech: Von Neuman probes - Drones will consume blocks to replicate themselves
|
||||
it's a little too similar to the drone repair tech, but I kinda like it better. drones that eat blocks and spit out more drones is cool
|
||||
|
||||
when gaining ammo have the ammo test quickly count up by Math.floor(1/20x) of the total ammo given
|
||||
maybe bold, flash the text for a second after
|
||||
|
||||
tech: parry - immune to harm for 0.25-0.5 seconds after pressing field button
|
||||
needs a 5 second CD?
|
||||
|
||||
tech: if a needle hits 2 mobs reset your fire CD
|
||||
and maybe to 2x damage for each consecutive mob hit?
|
||||
maybe to 2x damage for each consecutive mob hit?
|
||||
maybe after a needle hits a mob the needle splits into 3 needles
|
||||
|
||||
tech for lens - you can only fire through the lens and some buff? damage or energy?
|
||||
this was in todo.txt on GitHub. I think it should be 'laser never drains energy, but you can only fire through lens and +90° lens arc, +100% damage (also you can not gain compound lens with this upgrade)
|
||||
|
||||
Tech: Von Neuman probes - Drones will consume blocks to replicate themselves
|
||||
it's a little too similar to the drone repair tech, but I kinda like it better. drones that eat blocks and spit out more drones is cool
|
||||
|
||||
new boss level like reactor with a very very big boss
|
||||
mechanics around a very big boss?
|
||||
maybe the boss moves into rooms so you have to do platforming to clear the room before the boss enters the room
|
||||
|
||||
Reference in New Issue
Block a user