mod turret mode

This commit is contained in:
landgreen
2020-07-06 17:29:36 -07:00
parent 00933c9f7e
commit ef28029415
11 changed files with 329 additions and 318 deletions

View File

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