redirect folder

switched github pages hosting folder
  https://landgreen.github.io/sidescroller/   ->   https://landgreen.github.io/n-gon/

player damage reduction adjustment: 0.905x -> 0.9x per level per difficulty mode (1,2,4,5)
  on easy that's 0.30 -> 0.28 by level 12 (a 6% player damage nerf)
  on why that's 0.0025 -> 0.001797 by level 12 (a 28% player damage nerf)

you can only get applied science 9->1 time
supply chain - spawns a gun, but doesn't give applied science frequency

bug fixes
This commit is contained in:
landgreen
2024-04-02 20:01:16 -07:00
parent 1728b53921
commit fde3a58efb
5 changed files with 64 additions and 73 deletions

View File

@@ -1,32 +1,17 @@
******************************************************** NEXT PATCH **************************************************
added CSS style for "remove/eject" keyword
tech: deprecated - gain 1.05x damage for each tech removed this game
tech: externality - 1.1x damage, removing this gives 40 ammo power ups
paradigm shift no longer has a 3% failure rate
minus 3->4 health
it can remove applied science tech
removing strange loop gives a random removetech
switched github pages hosting folder
https://landgreen.github.io/sidescroller/ -> https://landgreen.github.io/n-gon/
<meta http-equiv="refresh" content="0; url=https://landgreen.github.io/n-gon/">
tech: marginal utility - give a specific gun 2x ammo per ammo power up
tech: interest - research, ammo, coupling, health increases by 6% at the start of each level
tech: Pareto efficiency - give each gun randomly 5x or 0.2x ammo per ammo power up
player damage reduction adjustment: 0.905x -> 0.9x per level per difficulty mode (1,2,4,5)
on easy that's 0.30 -> 0.28 by level 12 (a 6% player damage nerf)
on why that's 0.0025 -> 0.001797 by level 12 (a 28% player damage nerf)
aperture 6->4s cycles between 1 to 2 -> 0.8 to 3 damage
mass-energy no longer has a reduction in defense effects
but it costs 2 research now
1st ionization energy 11->14 max energy per heal
colony: 1.5->1.6x spores 40->33% chance to spawn something different
laser cost formula changed to be independent of field regen
this makes the effects of cost and fire rate 33% bigger
free-electron laser 3.5->3x energy cost
options exchange - the first time you click cancel it randomizes choices
allows a free trigger from other cancel tech
pseudoscience gets 3->2 free researches
alternator harpoon has 0->0.03x energy cost
coupling for pilot wave gives 1.04->1.05x block damage
you can only get applied science 9->1 time
supply chain - spawns a gun, but doesn't give applied science frequency
several bugs fixes
bug fixes
*********************************************************** TODO *****************************************************