jump off mobs
you can now jump off mobs while invulnerable includes time dilated pause display text updated with details menus difficulty parameters 0.82->0.84x damage done per level 1.25->1.23x damage taken per level tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken mass-energy equivalence no longer costs 2 research long power up spawns, like from interest or supply chain: will pause new spawns until total power ups are below 300 to reduce lag stop spawning if you take damage bug fixes
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59
todo.txt
59
todo.txt
@@ -1,22 +1,17 @@
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******************************************************** NEXT PATCH **************************************************
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difficulty rework
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difficulty adjusted through a power up on the initial level
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difficulty parameters are more precisely explained
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JUNK tech: difficulty - spawns a difficulty power up (only works before level 6)
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bots no longer benefit from increased fireRate
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shields have a chance spawn on almost all mobs (but not stealth mobs)
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level exit door animation is 33% faster
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power ups have fewer sides. It might improve game performance, but I can't tell the difference.
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1.15x base wave bullets damage (bots, particles, and phonon)
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metamaterial absorber 25->30% chance to get power ups from mobs left alive
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apomixis is now a JUNK tech, and it requires duplication > 99%
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pilot wave field 2->3 extra choices
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plasma torch slows mobs more, and don't push mobs back as much
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fixed bug where plasma torch didn't get tech degenerate matter
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laserLayerBoss and layerLayer do 33% less damage
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mines aren't triggered by invulnerable mobs
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you can now jump off mobs while invulnerable
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includes time dilated
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pause display text updated with details menus
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difficulty parameters
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0.82->0.84x damage done per level
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1.25->1.23x damage taken per level
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tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
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nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
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mass-energy equivalence no longer costs 2 research
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long power up spawns, like from interest or supply chain:
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will pause new spawns until total power ups are below 300 to reduce lag
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stop spawning if you take damage
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bug fixes
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@@ -34,7 +29,7 @@ add more randomize sub level map content
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left/right sides of lock
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small lab rooms
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powerful synergies
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list of powerful synergies
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CPT + high energy regen
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research + bot fabrication + ersatz bots + various bot upgrades
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harpoon + high fire rate + alternator + time dilation
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@@ -46,34 +41,33 @@ powerful synergies
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*********************************************************** TODO *****************************************************
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tech: working mass - double jump
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cost flat energy not a %
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field Tech for molecular assembler and print and throw a block down on 2nd jump
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remove block after time or keep it around?
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credit to TNTiger17 (although I'm not looking for more code contributions)
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difficulty rework: explicit changes to the game to increase difficulty
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UI -
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add difficulty display to pause menu
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update pause menu text to match opening screen menu
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just make it a square like field or gun on left pause column
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add a wire attached to difficulty power up
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like the one attached to player, but thinner
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add new difficulty to game code
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todo
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check for any undocumented side effects
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heal power ups (small effect)
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(remove, keep, or add to parameters)
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balance testing log:
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difficultyMode=5 died on level 5 with a good drone build, seemed similar balance to old why mode, maybe slightly harder...
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difficultyMode=2 won with a good spore build, seemed similar balance to old normal mode
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add a wire attached to difficulty power up
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like the one attached to player, but thinner
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tokamak synergy tech
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tech: stellarator - after firing a block with tokamak, heal (scale heal amount with block mass?)
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tech: inertial confinement - while charging tokamak you can fly, and invulnerable
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but energy drains
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after getting a new tech,gun,field draw that tech where it would be in a pause menu for a second seconds
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this makes it easier for people to see what's going on
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bullets should trigger shrinking platforms level element?
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level element - player activated elevators
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could be fast and throw player
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could just rise up slow (slow might have a bad jerky animation)
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tech: super balls split after 3 seconds, but they fire with less speed
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tech: super balls split after 3 seconds
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but they lost 50% less time
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buff plasma torch
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buff plasma tech?
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@@ -1305,6 +1299,7 @@ possible names for tech
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equivalence principle - gravity and acceleration are the same
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Casimir effect - attractive force between two close conductive plates
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difference engine - early calculator/computer
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cyanoacrylate - superglue use for a slowing effect?
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******************************************************** IMAGES ********************************************************
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