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:
landgreen
2021-07-23 07:27:00 -07:00
parent 3f8517b27e
commit a57639987a
12 changed files with 119 additions and 88 deletions

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@@ -1,18 +1,27 @@
******************************************************** NEXT PATCH ********************************************************
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
buffBoss: group of mobs that buff their group after they die
this boss maybe unbalanced in some situations, let me know
(get them all low on health before you start killing them)
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
complex spin-statistics gives 1.5/7 harm immunity (was 1/7)
also tech frequency was halved
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
tech fermions is now on by default: thrown blocks can collide with intangible mobs
pilot wave uses 5% more energy for balance
gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
******************************************************** TODO ********************************************************
try out making the player's "eye" a bigger circle
CPT reversal should drain less energy?
pink seeker boss is cool as heck, make an alt version of it
perfect diamagnetism field stays when you aren't holding field
good for perfect because it doesn't use energy