orbital armor

finalBoss pushes away things between every phase
  it's much smaller in black hole phase and very hard to hit

timeBoss, shooterBoss, orbitalBoss, laserTargetingBoss have "orbital armor"
  orbitals have less health and move a bit slower
  orbitalBoss is slower and has more health
blinkBoss does much less collision damage
laserTargetingBoss does 2.5x damage but it's laser is only on 1/2 the time

URL builds share what mode molecular assembler is on
This commit is contained in:
landgreen
2022-07-19 18:55:27 -07:00
parent b7adeb0617
commit f3a115b237
6 changed files with 206 additions and 179 deletions

View File

@@ -1,36 +1,46 @@
******************************************************** NEXT PATCH **************************************************
siphonaptera makes shotgun fire fleas
colony 37% -> 50% more stuff in sporangium
foam bullets have a +7% slow effect
about +7% damage for some foam tech
laser diode 33% -> 40% less energy cost
free-electron laser 200% -> 225% damage
finalBoss pushes away things between every phase
it's much smaller in black hole phase and very hard to hit
extra clicks in experiment and unified field theory pause now switches molecular fab types
timeBoss, shooterBoss, orbitalBoss, laserTargetingBoss have "orbital armor"
orbitals have less health and move a bit slower
orbitalBoss is slower and has more health
blinkBoss does much less collision damage
laserTargetingBoss does 2.5x damage but it's laser is only on 1/2 the time
bug fixes
mob stun graphics is more consistent and less like mob invincibility
URL builds share what mode molecular assembler is on
*********************************************************** TODO *****************************************************
make final Boss hidden for the mob spawning phase?
tech for molecular assembler that generates research?
show damage and defense in game?
defense and damage without difficulty included?
update every: 15 cycles?, 30?, 10?
make a m.damage variable that stores the player damage for all slow changing tech
update m.damage variable when:
new tech
flipFlip triggers
duplicationChance changes
add or remove guns
player health changes
research changes
bot count changes
tech ______ effect that last until you get hit
field or bots can check your health every cycle and see if it lower
if it's high update the health check value
effect:
+damage until getting hit for cloaking field
fleas
add very short (2 cycle) delay after each landing -> hop
zero velocity while on short delay? try it?
flea tech:
add a delay to flea jumping also +dmg
make plasma ball power up and block pick up still work when you have no no energy
make a unique CD var for plasma ball?
wormhole tech: entropic gravity - gain defense for each research
requires wormhole or negative mass field or pilot wave
tech: entropic gravity - gain defense for each research
requires wormhole or pilot wave or negative mass field?
testChamber2
mechanics