57 Commits

Author SHA1 Message Date
landgreen
7142943b71 pilot wave tech
pilot wave tech: Bells theorem - field is always on for no energy cost
pilot wave tech: principle of locality - 0.9x damage taken while inside pilot wave field, -2 choices

hidden-variable theory 1.2->1.3 damage per field tech
WIMPS spawn 4->5 research per level

bug fixes
  fixed exploit with final tech power up on subway level
2025-02-09 17:47:36 -08:00
landgreen
77e484c3d2 another combo
tech: collimator - add 1 laser beam and align your diverging beams to be parallel
  requires diffraction grating

added secret pilot wave combo to make blocks
rewrote combo test algorithm to be more forgiving with pattern matching
  also extended combos test to arrow keys, not just WASD

cache 17->15x ammo
metamaterial cloaking 0.3->0.4x damage reduction while cloaked
boson composite drains more energy when passing through mobs
  scales with difficulty
subway level has 6->4 (5 on hard difficulty) stations
subway gives 1/3->1/5 interest per station

bug fixes
  Higgs skin removal fixed
  diaphragm skin removal fixed
2025-01-26 09:09:15 -08:00
landgreen
c9a5ab91b8 combos
mantisBoss flashes for a second before it drops invulnerability
removed parasitism - it's too similar to invulnerability tech
invariant no longer drains energy while wormhole time is paused
  added 1 research cost
added secret combo to change molecular assembler mode

bug fixes
  issue with constraint: "mob death heals mobs"
    mob health was becoming NaN, this was infecting other values like player energy
  entering a seed in settings wasn't giving the same results as a randomly generated seeds
    also removed some random code that was using seeded shuffle, but didn't need to
      converted it to non seeded random shuffle with .sort(() => Math.random() - 0.5);
2025-01-18 17:00:10 -08:00
landgreen
1040d1ff7e demineralization
tech: demineralization - after mobs die gain 0.85x damage taken, effect stacks, but fades 10% every second
tech: remineralization - after mobs die gain 1.08x damage, effect stacks, but fades 10% every second
tech: equivalence principle - negative mass field doesn't cost energy
new JUNK tech: aerodynamics

interferometer
  slower elevator and lasers
  wider side ledges
  large laser blocking blocks
flocculation
  fewer mobs
  it's easier to get out of the slime
pavilion
  move vanish elements
  easier traversal
  secret tunnel
  removed debris, but added power ups and blocks
corridor
  limited to bosses that don't interact with the movers poorly
gravitron, substructure, corridor, interferometer
  added more heal and ammo power ups to match other levels
because some newer levels are zoomed out more
  laser max range is 3000->5000
  nails last 1/3 of a second longer
bosses spawn an extra ammo power up
  and 2 extra ammo on the hardest 2 difficulties
slasher mob's laserSwords will now damage a cloaked player
constraint announcement text looks more like computer code style to match game theme

foam recoil is back: 1->0.7x horizontal force and 2->4.3x vertical up force
  this makes it less annoying to horizontally and easier to kinda fly/float
negative mass field damage reduction 0.4->0.5x
holographic principle no longer slows player movement
  added 2 research cost
fermion gives 6->5 seconds of invulnerability after mobs die
stability 0.2->0.1x damage taken at max health
non-Newtonian armor 0.3->0.4x damage taken after collisions
Zeno's paradox 0.15->0.2x damage taken
annihilation energy cost 10->8 to destroy mobs after collisions
radiative equilibrium damage is 3->4x for 8->4 seconds
aerostat can be taken 1->3 times
dynamic equilibrium damage increased by 6->8x damage per last damage taken
aerostat no longer has 0.9x damage for being on the ground
launch system 1.2->1.3x ammo for missiles
research says that repeatedly entering alternate realities builds up some positive effects
  Hilbert space 4x->3x damage
  Ψ(t) collapse 6->4 research on boss death
transdimensional worms: 50% chance for a second worm per block in wormhole
wormhole 7->8 energy regen per second
hidden-variable theory 1.15->1.2 damage after choosing a field tech
ghoster mobs are less likely to get knocked far away from the player for long periods of time

bug fixes
  dynamic equilibrium was set to 100 times higher frequency then normal
  when constraints hide health bar's it's now hidden in the pause menu
  mobs aiming at cloaked player
    snakeBoss more intelligently chases player for a few seconds
    pulsarBoss aims at player's history 3 seconds in past
    pulsar will not stop firing
      but it will still not fire at cloaked player
2025-01-04 21:33:32 -08:00
landgreen
1fde74d65a substructure
new level substructure
  featured element - motion triggered lasers

futures exchange 5->6% duplication per cancel
plasma torch coupling 0.015->0.025x damage per coupling
Gibbs free energy  1.005->1.006x damage per missing energy
compound lens arc adds 25->30 degrees
instability 2->2.5x damage when damage taken is 1x
constraint: after 30->40 seconds spawn WIMPs
constraint: 0.1->0.3x damage after getting power ups
renamed holographic principle -> charmed baryons

updates to community map: downpour
updated lasers in labs and testChamber to the new more realistic laser

bugs
  returning to the old console.log system from last patch
    I rather read bugs in the browser console not the n-gon console
  bots properly follow player when level flips vertically
  community map: arena's sword is properly removed at end of level
  rewrote shaped charge to be better at protecting you from all explosions
  pause correctly lists both mobs types for the level
  for quasiparticles "boost" replaces ammo in more edge cases
  bug with removing surfactant setting b.activeGun false and crashing game with checking active gun
    not sure if this is fixed or not?
2024-11-12 20:16:17 -08:00
landgreen
8bb8222b73 Halbach array
tech: Halbach array - throwing a block will also throw other nearby blocks

tech non-renewables now spawns ammo, but ammo can't be picked up
grenade tech that cause multiple explosions have less knock back for mobs
constraint:  0->0.5x healing
wormhole 7->8% duplication
many worlds takes a few frames between each tech given

bug fixes
 harpoon ammo gain on autonomous defense fixed
 constraints are properly randomized again
2024-10-20 16:01:05 -07:00
landgreen
ebd22741d4 subway stations
subway
  2 new subway stations
  more visible button graphics on subway

new constraints
  no health bars
  no pause while choosing

tech: coherence - past choices are added to all future tech
  requires decoherence
  research and cancel buttons have a sticky scroll positioning
eternalism: you can't pause while choosing, but you can otherwise pause now
  1.25->1.3 damage

bugs
  MIRV missiles now interact with time dilation properly
2024-08-31 08:28:05 -07:00
landgreen
220a6b4c15 constraint balance
tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
  for pilot wave only
polariton - boosts also give 0.3x damage taken

constraints
  removed
    full damage taken after boss dies
      wording is too unclear
  new
    0.5x energy regen from all sources
  balanced
    slow bots
      bots have roughly 15% reduction in damage in addition to a slow follow speed
    mob death heals mobs
      has 1000->700 range and 1->0.33 healing
    periodically spawn WIMPs
      has a 30s delay and a 15->6s spawn rate
    50->40% JUNK chance

heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
autonomous defense harpoon now scale from Bessemer process
  but at half the rate since there are 6 harpoons
Bessemer process and rail gun scale at 0.1->0.07

bugs
  crash with training level "heal" and power ups
  set difficulty mode level 2 for training
2024-08-18 21:14:02 -07:00
landgreen
8dacb023c0 wikipedia
JUNK: wikipedia - After you get a new tech you have 7 seconds to study before a quiz, 4 research if you aces the quiz.
  this code for this works 80% of the time every time

renamed propagator->Verlet integration it's now a skin tech
  1.6->3x damage
  slightly increased the time skip amount
on some skins the feet will hang lower while player is in the air
on some skins the upper legs are skinnier
mouse over on orbs for tech, field, and gun has a tooltip with text
added keyword CSS style for "bot"
added an aura around powerUpBoss so you can kinda see it inside walls

quenching just gives max health from over healing instead of damaging you first
depolarization does 0.5->0.4x damage when on cooldown
many-worlds spawns a tech and also 3 coupling at the start of each new level
dynamic equilibrium does 1.15x more damage and only stacks to 9->3
orbital bots collide with a 1.2x larger range
Zectron no longer drains energy when balls hit you, but the balls still stop
supply chain just gives a gun and a flat 10 ammo

polyurethane foam will only trigger up to 55 total foam per harpoon
  to prevent a huge number of foam bubbles causing lag
  no cap for super balls for now
fixed bug with planned obsolescence + instant tech
fixed bug with ice crystal nucleation
applied science gives each gunTech with a short delay
  this helps with sorting and maybe other rare bugs
fixed bug with delivery drones and path integration
you can no longer deflect snakeBoss, but it moves a bit slower
2024-07-28 19:40:19 -07:00
landgreen
fc70dfee2f more orbs in text
replaced tech, field, and gun text with orbs
  orbs length scale with px->em
cleaned up simulation variables text in pause menu
some minor tech description changes
total tech count no longer includes instant tech or removed tech

tech: planned obsolescence - at the start of each level eject your oldest tech and gain 1.1 damage

heuristics 1.3 -> between 1 and 1.5 fire rate
combinatorial optimization 1.35->1.4 damage

difficulty reduction per level
  0.85->0.87x damage done
  1.23->1.22 damage taken
2024-07-12 21:41:27 -07:00
landgreen
f43a5e3231 tokamak
renamed MACHO -> dark matter
tech: MACHO - dark matter is active when you are outside not inside it's range, 1.5 to dark matter effects
tech: dark energy - inside dark matter regen 10 energy
tech: stability - 0.3x damage taken if health equals maxHealth
tech: instability - 2x damage if damage taken is 1x
tech: control theory - 1.5x damage if health equals maxHealth
tech: inertial confinement - while charging tokamak you can fly, but energy drains
tech: stellarator - after firing a block with tokamak, spawn up to 5 heals

boss health nerf: almost every boss has ~0.8x less health
  secondary bosses also spawn 2 ammo
aerostat 0.85->0.9 damage on the ground
Pauli exclusion 6->8 seconds of invulnerable after getting hit
Gibbs free energy 2->0 research cost, 1.01->1.05 damage scales with energy below 100->maxEnergy
cache 15->17x ammo

several bug fixes
2024-06-28 19:44:07 -07:00
landgreen
1903b9e938 double jump
tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off

buckling: 100%->50% chance to spawn a power up from any block that kills a mob
  no longer requires the block to be thrown
mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker -  all collide with blocks now
added a few more blocks to towers level
deprecated: 1.05->1.07 damage per removed tech
laserLayerBoss has 33% less health and has fewer lasers at higher difficulties

bugfix
  disabled spawnDelay stopping on damage because it had too many negative tech interactions
  metastability + paradigm shift no longer makes all ejected tech explode
2024-06-13 12:05:40 -07:00
landgreen
eabd146ea5 jump off mobs
you can now jump off mobs while invulnerable
  includes time dilated
pause display text updated with details menus
difficulty parameters
  0.82->0.84x damage done per level
  1.25->1.23x damage taken per level
tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
mass-energy equivalence no longer costs 2 research
long power up spawns, like from interest or supply chain:
  will pause new spawns until total power ups are below 300 to reduce lag
  stop spawning if you take damage

bug fixes
2024-06-08 13:49:13 -07:00
landgreen
507b0605d6 invulnerable
tech: anyon - 2x energy after duplicating a power up, +6% duplication chance
tech: Abelian group - 4x damage while invulnerable
tech: fermion - become invulnerable for 5 seconds after a mob dies
tech: entropic gravity - crouching pulls MACHO towards the player, and 1.5x to all MACHO effects (damage, damage reduction, AoE damage)
tech: modified Newtonian dynamics - +20 speed for all Newtonian law tech

choice, MACHO, invulnerable, speed - have text keyword CSS style
removed chance to find a random tech in early levels from mobs
  this reduces tech per full game by about 2
tower level has a few changes
options exchange only works once per level, but it gives 3x choices after randomizing
dark star has a 1.2->1.3x MACHO radius
autocannon fires 1->2 extra super balls, but balls have higher gravity
grappling hook field starts with 0.6x damage reduction
super balls + uncertainty principle makes all balls start in the same spot and only separate after teleporting
ablative drones spawns 50% more drones on collision
von Neumann probe gives 40% more drones per block mass
  also added text clarification that it uses 5 energy
tech lens rotates 50% faster
ghoster mobs are more aggressive once they have lost 20% health
sneakBoss doesn't start accelerating until it is partly uncloaked, but it spawns sneaker mobs after cloaking

fixed bug with 2 different boost power up sizes
paradigm shift doesn't do damage while player is invulnerable
random internet JUNK images disabled because some of the images are bad
entanglement bug fix, maybe
2024-05-11 09:52:56 -07:00
landgreen
773ee5c1ae towers
newLevel - towers
  please give feedback
boost level elements can now be pointed at any angle

paradigm shift costs 1 health, but cost increases after each use
  ejecting with paradigm shift tech sets their frequency to zero, so they don't show up again
polyurethane foam - makes more foam from super balls
bubble fusion - now works with any shield, but only once per mob
  so it triggers from the shieldingBoss
collider - has a higher chance to form tech vs. other power ups

removed all ON/OFF tech
  I just don't think they are fun

JUNK tech - wall jump

fixed some bugs

player damage reduction adjustment: 0.9x -> 0.89x per level per difficulty mode (1,2,4,5)
  on easy that's 0.28 -> 0.245 by level 12 (a 12% player damage nerf)
  on why a 50% player damage nerf by level 12
2024-04-28 09:55:12 -07:00
landgreen
1728b53921 remove keyword
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

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

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

several bugs fixes
2024-03-31 19:45:15 -07:00
landgreen
38ef45a651 % converted to x
text rework
  most numbers converted from "+50%" to "1.5x"
  renamed defense -> damage taken
  adjusted about 20 tech to round down or up their values to less decimals
    for a few I added research cost or JUNK chance to balance rounding

new community map soft by Richard0820
tech: peer review - gain +damage each time you research
self-assembly scales with health not health percent
matter.js engine reverted back to 0.18 (to fix an issue with time dilation)
2024-03-19 19:36:59 -07:00
landgreen
64f2a9f081 laserLayerBoss
laserLayerBoss - sends lasers to player's location
snakes bosses - after you kill a tail piece the rest of the tails lose 5% life
  this makes targeting any part of the tail a viable strategy

accretion disk - 5% damage for every power up on this level
  requires accretion
unified field theory has buttons to cycle field forwards or backwards when paused
iceIX range and damage increased 15%
electric tech in labs level is finally nerfed
  drains energy, but doesn't do damage
  pushes player away
2024-02-29 19:57:16 -08:00
landgreen
38d993154c laserLayer
mob: laserLayer - leaves behind lasers that persist for a few seconds
ghoster mobs do 66% less damage, but they eject your ammo

grappling hook tech rupture renamed swarf
  fires several nails at nearby mobs, not explosions
grappling hook 6->9 energy per second
CIWS 18->10 energy
reel +40->75 energy reeling blocks
wormhole 5->7% duplication
cloaking no longer drains energy, this fixes a can't cloak bug
  dazzler no longer drains energy
    dazzler range reduced by 15%
    dazzler stuns for 3->2 seconds
zero point energy 100->166 max energy
expansion 40->77 max energy
annihilation -33% of max energy -> 10 energy
dynamical systems is no longer a field tech  35->30 damage
tessellation is no longer a field tech  50->35 defense
yield stress removed
  topological defect 80->111% damage
  brittle 80->111% damage
commodities exchange  6-12 -> 10-14 power ups
heat engine 50->40% damage
flame test grenades clusters explode 40% faster
alternator uses 10->0% energy for harpoon

finally made a shared vertexCollision function
  this might cause some bugs with laser-like effects...
2024-02-24 15:09:35 -08:00
landgreen
b5e4b0db03 hyperpolarization
tech: hyperpolarization - reduce the CD on depolarization by 1 second

metamaterial absorber 22->25% chance to get power up for mobs not killed
symbiosis -0.5 -> 0.25 max health after killing a mob
dazzler -15->10 energy after decloaking and stunning mobs
Hilbert space 142->300% damage

fixed bug with 1000x more frequent enthalpy
2024-02-10 19:58:05 -08:00
landgreen
17f65cfcea depolarization
community map - arena by Richard0820

skin tech: depolarization - gain +300 damage or -50% damage if a mobs has died in last 5 seconds
CPT triggers if you have above 90->85 energy
  CPT skin graphically indicates when CPT is active
mass-energy defense reduction is 66->50%

new level load display animation draws the outline of the new map
  only on reactor and final levels
  choose MINIMAL HUD in settings to disable (or enter testing mode)
enthalpy spawns heals on mobs death with a 5% chance
  this is roughly an 80% increase in spawn rate
mass production spawns a few ammo and heals when you first get it
paradigm shift 6->4 health removed
incendiary ammunition drone and shotgun explosions are 30% bigger
Zectron super balls do 75->90% more damage and drain 25->20 energy on hitting player

fixed bug with optical amplifier and cloaking field
plasma ball can pick up power ups when out of energy, like other fields
fixed bug with not hiding mouse
2024-02-08 19:52:37 -08:00
landgreen
4e6acdd5d0 animated level load
animated new level load graphics for reactor and final level
autoZoom code rewritten to work with pause better using the ephemera system
  this might cause bugs, I already found a few
intro level renamed initial
extra ammo power ups on why difficulty for final and reactor levels
removed falling off the map damage on levels that still had falling off damage

mob: stinger - has speed that adjusts as it flaps it's wings and a short range laser
tech: strange loop - +9% damage, removing it gives null hypothesis and strange attractor
tech: martingale - +11% damage, removing this has a 50% chance to not remove and to double it's damage

paradigm shift removes 6 health when it ejects a tech, but now has a 85->97% chance to work
ammo, heal, research tech spawn extra power ups after each time you take them
tungsten carbide skin has a hexagon look and  +222->300 max health
Bayesian statistics spawn 3->6 research
ansatz spawns 2->3 research if you have no research
Ψ(t) collapse 16->21 research
futures exchange 4.3->4.7% duplication
replication 9->10 duplication
stimulated emission 17->19% duplication
anthropic principle spawn 5->16 heals when you die
supply chain: no long gives JUNK instead triples the frequency of finding applied science
electronegativity 0.22->0.26% damage per energy
non-renewables 88->97% damage
anticorrelation 100->111% damage
decorrelation 70->77% defense
parasitism 83->93% damage
torpor 66->74% defense

bug fix:
  recycling works with mass-energy (although it doesn't do much)
  ternary wasn't working in many situations, but it should now
  fixed bubble fusion exploit that triggers on mobs in factory endlessly
  bot fabrication was making 1 extra bot and giving negative research sometimes
2024-01-21 12:57:11 -08:00
landgreen
c47d86064b winter vacation update
mob health tech
  tech: cascading failure - +222% damage to mobs below 25% health
  tech: yield stress - +55% damage to mobs at maximum health
  cloaking tech: topological defect - +88% damage to mobs at maximum health
  harpoon tech: brittle - +88% harpoon/grapple damage to mobs at maximum health

cloaking buffs
  50->66% defense while cloaked
  recloak 0.25s faster
  simplified cloaking field graphics
  boson composite drains much less energy while moving through mobs and shields
    fixed bug where mines and egg mobs were colliding with player while intangible
  patch no longer drains energy when you heal on cloaking
  metamaterial absorber gets 17->22% chance to spawn a power up for each mob alive
  no-cloning theorem changes to 45->40% duplication and 2->1% duplication loss on killing a mob

finalBoss phases:
  new: slow zone, antigravity pulse
  nerfed: laser, black hole, orbitals
  buffed: oscillation, mobs
  improved graphics: boulder

Hilbert space has a skin. 99->142% damage increase, but randomize tech after taking damage
Higgs mechanism has a skin. +45->77% fire rate, player can't move while firing
induction furnace gives +77% harpoon/grapple damage for 8 seconds after picking up a power up
collider 50->100% chance to combine and randomize power ups
quenching gives more bonus max health at high difficulty level  (maybe around 30% more health)
accretion gives 5->7 heal power ups
dynamo bots follow player much closer when you have many of them
scrap-bots don't follow the player as accurately or as quickly
  scrap bot duration 13->15 seconds
JUNK tech: planned obsolescence - make 100 scrap bots that last for about 30 seconds

community map dojo by werid_pusheen
  fixed by Cornbread 2100

hard mode gets 1 less heal at the start
hard and why difficulty don't begin with starter mobs
hopBullet mobs last 2 seconds less time
adjusted button heights on train station level to be consistently the same height
2024-01-04 16:38:52 -08:00
landgreen
ad33cf68ea grapple tech
new community level shipwreck by 3xionDev

grappling hook
  tech: reel - increase block damage 400%, generate 30 energy after hooking blocks
  added tokamak to grappling hook
  updated rope graphics
  added input.up to adjust positioning while hook is attached
  added images for CIWS, rupture, autonomous defense
  aerostat: 25->15% reduced damage on ground
  rupture unlocks explosive tech
  rupture destroys blocks
  autonomous defense renamed to CIWS

field emitter 6->4 base energy regen
tech: autonomous defense - harpoon tech that fires harpoons after taking damage
degenerate matter: 75->85% defense while field is active
neutronium: 90->95% defense while field is active
unified field theory no longer has field emitter as an option
2023-12-03 09:59:20 -08:00
landgreen
e9d226259e grappling hook field
grappling hook is now a field  (work in progress)
  reworked physics to allow faster speeds, but more control
  improved rate of power up grabbing
  more player control to hook retraction rate
  changed hook shape and field image graphics
  grappling hook field coupling, more tech, bug fixes, and general polish to be added soon

aerostat - 88->100% damage in air  22-> 25% damage on ground
foam damage reduced 10%, ammo increased about 10%
after hitting an invulnerable mob (drones,spores,worms,iceIX,fleas) don't die or lose cycles
added JUNK tech: mobs! - summon 20 random mobs
added announcement of mob names in console at start of new level

bug fixes
2023-11-18 17:49:01 -08:00
landgreen
99bd1c876e dark star
community map crimsonTowers by Richard0820

new MACHO animation

tech: dark star - MACHO is bigger and damages mobs
2023-08-21 21:21:43 -07:00
landgreen
77cafe3cf0 additive manufacturing
community map ace by Richard0820

field tech: additive manufacturing - crouch while activating your field to print a throwable block
  blocks 80% faster and 80% more dense/more damage
  molecular assembler, pilot wave

inflation: 85->90% defense, 300->200% larger blocks
buckling: can spawn boosts or coupling in addition to heals, ammo, and research
2023-08-02 13:25:44 -07:00
landgreen
8a211e81ec mass production
new community levels:
  tlinat by Richard0820
  ruins by SiddhUPe

tech: mass production - tech have +3 choices to spawn ammo, research, or heals
2023-07-11 21:37:11 -07:00
landgreen
6cd2502fb5 sound-bot
new community level: dojo by weird_pusheen

sound-bot: makes phonon waves

  updated tech
drone repair -> von Neumann probe - if a drones ends near a block it will use that block to repair
quantum eraser -> metamaterial absorber: for each mob left alive after you exit a level there is a 17% chance to spawn a power up
uncertainty principle: extended to super balls
aperture: camera zooms in and out along with the skin animation

  balanced tech:
cordyceps: zombies are much smarter, faster, do more damage, and last longer
negative entropy -> self-assembly: 1 heal per 33->25% missing health on each new level
renormalization: 44 -> 46% and +3% JUNK tech to pool
parasitism: 60 -> 83% damage
non-renewables: 67 -> 78% damage
ground state: 200 -> 266 max energy
dark patterns: 17 -> 22% damage and JUNK
eternalism: 30 -> 24% damage
stimulated emission 15 -> 17% duplication
nitinol 30 -> 22% defense

bug fixes
2023-07-04 08:14:43 -07:00
landgreen
4415942b94 subway gates
subway
  start in an empty station
  station exits are blocked by a gate that opens when you press a button
  level exit spawns after you clear 4 stations
  added 2 new stations (7 possible stations)

laser-bots lasers wiggle as it aims at the target
  this is a nerf to iridescence and it looks cool

bug fixes
2023-06-24 11:34:47 -07:00
landgreen
da559f44f6 sort
pause menu can sort tech by keywords

tech: mechatronics - randomly add +(7 to 13)% damage

a few new images
bug fixes
  cherenkov radiation damage bug fixed it does much more damage and matches the description
2023-06-15 10:00:19 -07:00
landgreen
09c9e93fcf subway
level: subway
  replaces gauntlet just before the final boss
    gauntlet moved to community map pool
  subway todo:
    add a few more stations
    balance difficulty
    find bugs

surface plasmons does 50% more damage
elasticity renamed nitinol because I bought some nitinol wire and it's neat
entanglement power up no longer shows guns or fields you already have
disabled minimal HUD for training levels
reaction inhibitor 12->11% mob max health reduction

spawn.bodyRect() now can add blocks mid level without any extra code
  I think I found all the bugs this causes, but let me know if any blocks added mid game aren't colliding

community map - clock update:
  visual overhaul,live lighting, remove pendulum overlap, move with pendulum if you stand in it, debris, trap exit only opens after completing the fight, moving elements now freeze while using time dilation
2023-06-03 13:56:18 -07:00
landgreen
e418b933a6 flatland
JUNK tech: flatland - draw line of sight
  credit to Cornbread for line of sight algorithm
  a preview of future line of site content
  try it out in console:  tech.giveTech("flatland")

new images
bug fixes
2023-05-13 07:31:07 -07:00
landgreen
4f87444541 factory
factory: rewrote the end

clock gating was removed because it's annoying
liquid cooling -> refrigerant - freezes mobs after losing at least 5% health
mass-energy gets more effect from defense (0.13 -> 0.19)
ternary 84 -> 77% damage
dark patterns 15 -> 17% damage and JUNK
Maxwell's demon 3% -> 1% energy loss above max
exciton 16 -> 14% chance to drop

10% increase in overall mob health
new images
bug fixes
2023-05-07 09:30:07 -07:00
landgreen
e6e505809d underpass
new community map!! underpass by Richard0820

duplicated power ups aren't circles
metastability makes power ups triangles instead of circles
  3->4 seconds of half life before exploding
  only metastability duplicated power ups have the lighting graphic

mob's that fall off the map now die instead of just being removed
  so they can still spawn power ups
you can pick up power ups from slightly farther away (450)
  but less far away when not facing the power up (100)
  accretion has less lag at high amounts of heal power ups following you
several other bug fixes
2023-04-30 09:31:13 -07:00
landgreen
0b728fb02c minimal HUD
setting - minimal HUD
  remove: defense bar, damage bar, tech, in game console

improved text clarity on coupling
removed tech decoupling

added cloaking and sneak attack graphics
  also, the 50% defense when cloaked is now clear from the defense bar
ternary 44->83% damage but requires current gun to have ammo/3 (was any gun)
wormhole invariant: uses much less energy to pause time
standing wave has less recoil when blocking

new images
bug fixes
2023-04-26 19:36:33 -07:00
landgreen
1b23dec950 super n-gon bros
new community level - superNgonBros by DesBoot

tech: induction brake - after using a heal slow nearby mobs for 15 seconds
tech: null hypothesis - +9 damage, spawn several research after removing
reworked: strange attractor - +7% damage, +10% duplication after removing

bremsstrahlung does 50% more damage
time crystals 200 -> 150% passive energy regen
  it also tells you how much energy regen you will get
aperture (-50 to +150) -> (-10 to +110) damage
diaphragm (-33 to +100) -> (+8 to +80) defense
tungsten carbide 200 -> 222 health
CPT symmetry 30 -> 20 energy per second of rewind
quenching gives more max health, but also does more damage per over heal

final boss has 50% faster armor decay
  so it takes even more damage the longer you fight it

a few more images
some bug fixes
2023-04-16 18:04:54 -07:00
landgreen
2e76b5c181 surface plasmons
retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
  no longer provides immunity for 1 second after exiting rewind
  spawns 20% fewer bots

deflecting changes
  shielded mobs take 50% more energy to deflect
  deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
  you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
    also you can't passively regen energy while shield is disabled

standing wave rework
  coupling gives iceIX -> max energy
  expansion gives deflection efficiency -> +50 max energy
  spherical harmonics gives 40 -> 50% deflection efficiency
  electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
    also  0.15 -> 0.22% damage per energy
  dynamic equilibrium is no longer unlocked by standing wave

tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction

added a generic system to add code that loops for a set time
Example code:
simulation.ephemera.push({
    name: "uniqueName",
    count: 60, //cycles before it self removes
    do() {
        this.count--
        if (this.count < 0) simulation.removeEphemera(this.name)
        //run code here
    },
})

some bug fixes
also new bugs probably
2023-04-09 08:29:59 -07:00
landgreen
34e05c7ca7 bugs and images
some new images

bug fixes
2023-04-01 12:34:37 -07:00
landgreen
1752453c1d favicon
new favicon
heal power up overheals don't consume the entire heal power up

accretion works with all fields except wormhole
  (only because wormhole eat up heals so it's bad)
  spawns 6 -> 3 heals

pilot wave 1 -> 2 extra power up choices
standing wave 66 -> 150 max energy
electronegativity  0.1% -> 0.15% energy per energy  (10->15% damage at 100 energy)

a few more images
bug fixes
2023-03-31 07:32:38 -07:00
landgreen
c6144515cd accretion
field tech: accretion - health power ups follow you around and they travel with you to the to next level
  spawn 6 heal power ups
  negative mass, plasma torch

foam gun tech cavitation - more knock back, and 25% to make a foam bullet extra large and fast

foam-bots now discharge a few bullets in a stream with a long reload time
laser-bot +5% energy drain, -5% damage
nail-bot +10% fire rate
2023-03-26 19:52:07 -07:00
landgreen
3ea8bfd638 downpour and buttonbutton community maps
community map downpour by DesBoot
community map buttonbutton by ||Destabilized E||

rounded borders on no-image mode selection cards
foam gun has some recoil
new superball gun image

bug fixes
2023-03-24 19:50:45 -07:00
landgreen
e2bf9aae66 borders for no image selection menu
mob damage difficulty setting is lower
recycling now flashes green when it heals

merged cancel and research bars for single column selection
added some dark grey borders for no images selection mode

new images with midJourney V5
  spores, pilot wave, standing wave

bug fixes
2023-03-22 18:03:05 -07:00
landgreen
d00a94a22b factory
map: factory
  this is completely unbalanced, so let me know if what rough edges need to be sanded
  found on seed 47086 level 6

tech: ternary - +40 damage if any gun has ammo divisible by 3

level element: transport - horizontal moving platforms
level element: mover - stationary platform that pushes the player horizontally
  to see examples of transport and mover look in level.testing()
2023-03-04 09:37:11 -08:00
landgreen
82c0ea832b mover
tech: rebound - super balls speed up and reset duration after they hit a mob
Zectron does 100->66% damage and it drains 25% of current energy instead of health
mantisBoss is back
level element: mover - rectangular map element that pushes horizontally
  it's in a possible room for labs

new community level - staircase by ryanbear
2023-02-19 15:25:21 -08:00
landgreen
f8b4b6fde5 aerostat
tech: aerostat - +88% damage off the ground, but -22% damage on the ground
  negative mass field required

tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
  and some new images
cloaking field has a new graphic for sneak attack on the cross hairs

new community map yingYang by Richard0820

bug fixes
2023-02-13 19:48:49 -08:00
landgreen
9402cf2fe0 elasticity
tech: elasticity - skin, does "crouch landings" a tiny bit more
  jump and move faster, +15% defense
  (replaces squirrel cage rotor)

tech: diaphragm -  skin, defense cycles between -33% and +100%
  requires aperture

tungsten carbide 150->200 maximum health
  but now does "crouch landings" a more
Zectron damage 80->100% and it does a bit less harm to player
flip-flop, relay switch are no longer skins

pause brings up the most recent in game console message
  in game console no longer fades out it just instantly goes on and off

bug fixes
2023-02-07 15:41:42 -08:00
landgreen
c9f355b225 skins
some tech come with a skin - but only 1 at a time
  tech aperture -  skin, damage cycles between -25% and +125%
  tungsten carbide - skin, +100->150 max health
  mass-energy equivalence - skin, gets a bit more benefit from defense
  CPT symmetry - skin, costs a bit less energy
  flip-flop, and relay switch and a few JUNK tech are also skins

some new images
bug fixes
2023-02-04 06:54:08 -08:00
landgreen
eb8f4b05ca SLOW OPENING DOORs, END OF THE WORLD literally
exit doors take a bit longer to open
  it's nice to take a few seconds to relax between levels
  please don't submit a bug report about this

plasma torch energy regen 6->10
perfect diamagnetism energy regen 6->5

a few more new images

tech: collider - after a mob dies smash power ups and change the flavor of one of them
  powerUps.randomize(where)
    if there is a tech,field,gun it will split into 4 small power ups
    else if there are at least 4 small power ups they have a 1/4 chance to combine into a tech, field, gun
    else a random small power up will change
2023-01-28 17:23:57 -08:00
landgreen
6472d6d99a level: lock
new level: lock
  it's a work in progress
  I'm looking for feedback:
    anything confusing?
    combat too hard/easy?
      it will probably feel hard because you don't know the map yet

images are now hidden by default for new players
time dilation 18->15 energy/s

bug fixes:
  extended CSS media rules and power up selection code to entanglement
2023-01-23 20:01:26 -08:00