electric armor
electric reactive armor renamed electric armor
reduce harm from explosions by 99%, drain 15 energy,
and greatly increase knock back
it does look like you can go through some thin walls,
but that's how it is in the real world, so not a bug
grenades have 40% more ammo
time dilation generates 12->18 energy/s
This commit is contained in:
29
todo.txt
29
todo.txt
@@ -1,27 +1,22 @@
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******************************************************** NEXT PATCH **************************************************
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default foam gun fires a stream
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tech: pressure vessel - in addition to the stream, foam gun builds up charges.
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charges release after you stop firing
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capacitor tech doubles pressure vessel effect
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tech: syntactic foam - foam does 41% more damage per second
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quantum foam removed
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electric reactive armor renamed electric armor
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reduce harm from explosions by 99%, drain 15 energy,
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and greatly increase knock back
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it does look like you can go through some thin walls,
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but that's how it is in the real world, so not a bug
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spore gun has 25% more ammo and fires 25% more often
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spores and worms move 25% faster
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grenades have 40% more ammo
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nail gun has 5% more ammo
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all versions of nail gun have a much higher fire rate
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harpoon/grapple density reduced by 20%
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this also lowers damage about 10%
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harpoon/grapple properly follow conservation of momentum
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(a small jerk when it retracts)
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bug fixes
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time dilation generates 12->18 energy/s
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******************************************************** TODO ********************************************************
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a self referencing tech that switches states every time you access the text of it
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switches state with it runs the description function
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could be ON/OFF tech
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could be JUNK
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gunIndex section at the end seems pointless
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merge with the choosing functions?
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