bug fix on final boss kill
This commit is contained in:
26
todo.txt
26
todo.txt
@@ -1,8 +1,6 @@
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******************************************************** NEXT PATCH ********************************************************
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beating the final boss automatically increases the difficulty mode for this run and future runs
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some foam balancing, mostly buffs
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standing wave harmonics gets 15% harm reduction again
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******************************************************** BUGS ********************************************************
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@@ -23,6 +21,17 @@ CPT check for crouch after rewind
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******************************************************** TODO ********************************************************
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bot that follows the players history
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could have the same shape as the mech circle head
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1st bot is at 5s, 2nd is at 4.5s, ...
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bots don't get too close to player
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run smoothing on position update, don't update if close to player, based on ordering
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effect: (one of these can be the upgrade effect)
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give player energy overfill
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AOE damage to mobs
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push away mobs
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wen close to player: damage bonus damage reduction
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tech: dodge chance for cloaking, harmonic fields, also pilot wave
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20% chance up to 3 stacks, not additive
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0.8^count
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@@ -33,7 +42,7 @@ rename
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health > integrity, unity
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heal > also integrity, unity
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level > world?
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reroll > resample, reset, retry, remeasure
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reroll > research
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in game console
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set highlighting rules
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@@ -141,15 +150,6 @@ bullet mechanic - a bullet that swims through the air
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in custom make a top bar that is fixed
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use media rules to make the layout look nice
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bot that follows the players history
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1st bot is at 5s, 2nd is at 4.5s, ...
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bots don't get too close to player
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run smoothing on position update, don't update if close to player, based on ordering
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effect:
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give player energy overfill
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damage mobs on contact
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damage bonus damage reduction push away mobs
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mob vision: look at player history
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build a new type of attraction for mobs
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if mobs can't see player, they check to see if they can see where the player was in the history
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