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:
44
todo.txt
44
todo.txt
@@ -1,36 +1,46 @@
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******************************************************** NEXT PATCH **************************************************
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siphonaptera makes shotgun fire fleas
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colony 37% -> 50% more stuff in sporangium
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foam bullets have a +7% slow effect
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about +7% damage for some foam tech
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laser diode 33% -> 40% less energy cost
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free-electron laser 200% -> 225% damage
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finalBoss pushes away things between every phase
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it's much smaller in black hole phase and very hard to hit
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extra clicks in experiment and unified field theory pause now switches molecular fab types
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timeBoss, shooterBoss, orbitalBoss, laserTargetingBoss have "orbital armor"
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orbitals have less health and move a bit slower
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orbitalBoss is slower and has more health
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blinkBoss does much less collision damage
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laserTargetingBoss does 2.5x damage but it's laser is only on 1/2 the time
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bug fixes
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mob stun graphics is more consistent and less like mob invincibility
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URL builds share what mode molecular assembler is on
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*********************************************************** TODO *****************************************************
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make final Boss hidden for the mob spawning phase?
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tech for molecular assembler that generates research?
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show damage and defense in game?
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defense and damage without difficulty included?
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update every: 15 cycles?, 30?, 10?
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make a m.damage variable that stores the player damage for all slow changing tech
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update m.damage variable when:
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new tech
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flipFlip triggers
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duplicationChance changes
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add or remove guns
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player health changes
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research changes
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bot count changes
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tech ______ effect that last until you get hit
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field or bots can check your health every cycle and see if it lower
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if it's high update the health check value
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effect:
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+damage until getting hit for cloaking field
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fleas
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add very short (2 cycle) delay after each landing -> hop
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zero velocity while on short delay? try it?
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flea tech:
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add a delay to flea jumping also +dmg
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make plasma ball power up and block pick up still work when you have no no energy
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make a unique CD var for plasma ball?
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wormhole tech: entropic gravity - gain defense for each research
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requires wormhole or negative mass field or pilot wave
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tech: entropic gravity - gain defense for each research
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requires wormhole or pilot wave or negative mass field?
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testChamber2
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mechanics
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