mod turret mode
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26
todo.txt
26
todo.txt
@@ -1,21 +1,27 @@
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negentropy - heals player to 50% max health at the end of a level
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crystallized armor - give 5% (was 4%) max health for a power up
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mod - superfluidity: AoE freeze effect
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bomberBoss's bombs split into 3 bombs on later levels
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mod - pair production only works for nano-scale manufacturing, but gives 3x (up from 2x) max energy
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press Z+X in testing mode to trigger player death
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drones stop auto grabbing power ups when you have crystallized armor
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mod - non-Newtonian armor: take 50% less harm for 10 seconds after getting hit
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radiative equilibrium damage lasts 10s after getting hit (up from 5s)
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fluoroantimonic acid mod simplified- now gives 40% damage when your base health is above 100%
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mod - gun turret: take 50% less harm while crouched
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boss mob power up drop rework:
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easy and normal have about a 66% chance
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hard has a 100% chance
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why has a 133% chance, plus a bonus 60% chance for a second power up
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if you miss a roll, your odds double on the next roll
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for each level above level 10 you need to roll 10% higher to get a power up
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************** TODO - n-gon **************
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plasma field gets longer as you hold it longer
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field that pushes blocks and mobs away
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charges up on mouse down and triggers on mouse up
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drain mana while charging up
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maybe push effect should last 10 cycles to give a more gentle feeling
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mod - AoE radiation might work when the effect ends
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or maybe just anytime another mob is near
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wave beam: mod - longitudinal waves (bullets oscillate fast /slow not up/down)
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trigger on crouch?
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medium caliber gun in between minigun and rail gun
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mod: electricity damages mobs that get near the bullet
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get ammo back if it hits mobs
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