weak anthropic principle
tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death
almost all energy regen is disabled while immune to harm
you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
Pauli exclusion gives 1 s of harm immunity (was .75 s)
CPT reversal requires 10% less energy (min energy is 60% to activate)
CPT grenades gives many more bombs
CPT bots gives many more bots
growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
sneaker mobs are a bit slower, and have much lower health
starter mobs are no longer aggressive
gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
This commit is contained in:
25
todo.txt
25
todo.txt
@@ -1,18 +1,27 @@
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******************************************************** NEXT PATCH ********************************************************
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tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
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anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death
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buffBoss: group of mobs that buff their group after they die
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this boss maybe unbalanced in some situations, let me know
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(get them all low on health before you start killing them)
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almost all energy regen is disabled while immune to harm
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you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
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Pauli exclusion gives 1 s of harm immunity (was .75 s)
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CPT reversal requires 10% less energy (min energy is 60% to activate)
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CPT grenades gives many more bombs
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CPT bots gives many more bots
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complex spin-statistics gives 1.5/7 harm immunity (was 1/7)
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also tech frequency was halved
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growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
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sneaker mobs are a bit slower, and have much lower health
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starter mobs are no longer aggressive
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tech fermions is now on by default: thrown blocks can collide with intangible mobs
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pilot wave uses 5% more energy for balance
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gun tech will now only show up for your active gun
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set CSS max width of the update element to match other elements
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******************************************************** TODO ********************************************************
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try out making the player's "eye" a bigger circle
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CPT reversal should drain less energy?
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pink seeker boss is cool as heck, make an alt version of it
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perfect diamagnetism field stays when you aren't holding field
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good for perfect because it doesn't use energy
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