391 Commits

Author SHA1 Message Date
landgreen
b2426cd7be surfing
pilot wave rework
  it's easier to surf on blocks controlled by pilot wave
    pilot wave secret combo spawns blocks that are easier to surf on: long and thin
  pilot wave location resets to player when off
  pilot wave hitting map no longer shrinks, it just will not enter map
  field speed slows down with total block mass in field
  energy drain
    1x energy regen disabled when field is active
    2x passive regen drained when out of line of sight of player
    energy drain that scales with size and acceleration of blocks in field
  added graphical flicker when field is out of line of sight
  a few more bosses now interact with blocks and can take damage
  prevented field from disabling when mouse goes off screen
    I don't expect any bugs from this, but maybe...

ghoster mobs have 2x->1.5x extra density and health
exploder mobs no longer have a chance for a shield
  2.5x explode damage, 1.3x health
  added a red aura to show they explode on contact
spawnerBossCulture changed visual look to be a flashing transparent red outline
  2x explode damage
laser mobs no longer explode, 1.5x density/mass
2025-02-02 21:16:10 -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
2daeae1ff4 corridor
new level corridor
  new level element fizzler - it removes blocks
interferometer has wider platforms, a few helpful blocks, and fewer mobs
level constraints are announced in console

foam gun no longer pushes the player back when firing
wave gun buffs
  1.2x base damage
  1.1x base ammo
  0.1->0.13x speed in map
  0.25->0.30x speed in blocks
  tech: phase velocity 1.4->1.5x damage
pigeonhole principle gives 1.3->1.4 damage per gun
  you can no longer switch guns, your gun cycles each level
quenching 0.4->0.5x overheal converts into max health
tungsten carbide no longer has reduced coyote cycles
control theory 1.5->2x damage at max health
stability 0.3->0.2 damage taken at max health
overcharge +88->100 max energy, 4->5% JUNK
zoospore vector 10->13% chance for spores on mob death
replication 15->10% JUNK
interest 6->5% of your power ups spawn each level

updated "about" details menu
  moved classic n-gon to here from settings
  added links to community content in "about"
    Are there more links I should add?
  added an n-gon SVG head image

bugs
  fixed outline on splash screen doesn't sync right on safari browser
  fixed possible lock out on training levels: "hold", "throw", "throwAt"
    from losing block behind a door
  shortcut sort buttons in experiment mode properly order tech without clicking sort
  fixed/increased the horizontal velocity contribution for some guns
    this makes bullets shot on moving platforms more realistic
    nail gun, super balls, foam, harpoon
2024-12-24 11:22:57 -08:00
landgreen
1966173f88 moving files to different computer
reworked focuser mobs to fire blue energy draining laser instead of charging player
2024-11-29 18:47:49 -08:00
landgreen
f1a6713f68 switchWorlds
reworked m.switchWorlds() (used in many-worlds and similar effects)
  no longer has extra bot build up
  effects that carry over into next world:
    your total tech count
    effects of non-removeable tech, like determinism
mass production research ramps up by 5->4 each time
bot fabrications cost ramp is increased to (+1 per 4)-->(+1 per 3)
lowered minimum threshold for making small heals from over healing to 13->20 health
snakeBoss invulnerable phase is 5->4 seconds long

time dilation disables level based lasers
adjusted laser sensor paths on substructure level

move splash screen buttons to bottom right
added a start button
details menus in splash screen now have individual widths instead of sharing with each other

bugs
  non-renewables change color for ammo power ups on current level
2024-11-25 20:05:56 -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
a47ef97dbc gravityObservatory
new level: gravityObservatory

level: testChamber2 renamed gravityInterferometer
  it has been added to the levels that are extra hard and only show up late game
  it also got a bit hard with the addition of 1 more laser

deflected mob bullets are converted into small blocks
ablative drones is now a gun tech for drones
  it makes ~33% more drones
1.033->1.05x sneak attack damage per coupling for cloaking field

bug fixes
  extended vertical flip to edge cases:
    trail left by snakeBoss
    laser array from boss and mobs
    springer,spiderBoss,mantisBoss constraints
  subway: dark matter no longer removed if it gets too far from the player
  training: fixed potential lock out from running out of ammo
  training: fixed accidental difficulty increase
2024-10-05 17:11:06 -07:00
landgreen
cea1c64c6e testChamber2
new level testChamber2
  New camera flip effect
  new laser level element now has collisions with blocks
  elevators are less deadly to mobs at low speeds

difficulty level progression reworked
no constraints on final boss
new constraint - healing disabled

quenching 0.3->0.4x overheal converted to max health
tungsten carbide 400->500 extra max health
paradigm shift's  health loss is no longer reduced by damage taken reduction
coherence no longer remembers tech that is set to zero frequency, like removed tech

JUNK tech: pet the bot - lets you pet your bots
JUNK tech: the upside down - flip everything

bug
  prevented possible duplicate choices with coherence tech
  fixed issues with showing and hiding health bars on that constraint
  fixed crash from autonomous defense
  mass-energy mode wasn't getting any benefit from damage taken reduction
    it now gets square root of damage taken reduction
2024-09-24 19:42:12 -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
52046ca88b constraints and gel hair
difficulty
  difficulty level 6 adds flat damage and damage taken
  bonus tech no longer spawns on level 2 and 3 on difficulty level 6
  at the end of subway you get 1 tech, but not on difficulty level 6
  difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
  50% JUNK chance
  4x shielded mob chance
  power ups are sent to next level
  +33% chance for mobs to respawn
  -1 choice
  2x ammo costs
  duplication is set to zero
  50% max energy
  50% max health
  bots follow slow
  full damage taken after boss dies
  0.1x damage after a power up
  mob death heals mobs
  mobs heal for your lost health
  periodically spawn WIMPs

exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
  damage boost has a unique gel/hair aura for each skin
  damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
  but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
  they no longer teleport to the exit, sorry

Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
  not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
  this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
  this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
  preventing an endless toggle

bug fixes
  fleas no longer die early after hitting a high health target only once
  something with super ball density calculations for tech rebound
  grabbing a big block can make grappling hook go flying
    added 3 potential fixes, but the bug is too rare know if it's fixed
2024-08-12 16:34:33 -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
5eae070238 new level - flocculation
new level - flocculation

snakeBoss does 40% less damage to player
2024-07-19 16:34:01 -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
20f9b790de snake
snakeBoss - boss with a tail that grows longer after damage or eating power ups

trying out putting actual system error messages directly into the in-game console

charmed baryons: 0.66->0.8x movement
grappling hook field: 0.6->0.5 damage taken
2024-07-06 17:22:58 -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
5e12cea685 4 community levels
new community levels: (you can enable community maps in the settings)
  rings by thatLittleFrog
  flappyGon by Digin
  trial by Cirryn and Tarantula Hawk
  arena level updated by Whyisthisnotavalable

difficulty scaling:  0.84->0.85x player damage per level
research spawn per level is no longer in the difficulty settings
  instead players get 1 research for only the first few levels
cell boss has less health at high difficulty

converted JUNK tech to additive, instead of the multiplicative
  makes the first JUNK you take do the same, but if you take too much you can get to 100%
right aligned some text in tech descriptions
added some circles to the in-game console messages

renamed slow light -> delayed-choice - a single 0.4 second delayed 0.7x damage laser beam
  also now works with reflection
plasma torch field gets 1.5x damage by default
molecular assembler coupling 0.8->0.6 energy per second
nail-bot upgrade 5->4x fire rate
foam-bot upgrade 3->2.5x size and fire rate
sound-bot upgrade 2.5->2x fire rate, damage, 1->2x wave packet length
boom-bot upgrade reduced range, bot acceleration
orbital-bot upgrade 1.5->2x radius
perimeter defense 0.95->0.96x damage taken per bot
network effect 1.05->1.04x damage per bot
tech: working mass - cleaned up physics and logic a bit
negative feedback scales with health below maxHealth, not health below 100
  1.007->1.006x damage per missing health
homeostasis scales with missing health, not health below 100
  limit of 0.2x at 0 health
2024-06-20 19:13:51 -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
63bfaba4a1 difficulty
difficulty rework
  difficulty adjusted through a power up on the initial level
  difficulty parameters are more precisely explained
  JUNK tech: difficulty - spawns a difficulty power up (only works before level 6)

bots no longer benefit from increased fireRate
shields have a chance spawn on almost all mobs (but not stealth mobs)
level exit door animation is 33% faster
power ups have fewer sides.  It might improve game performance, but I can't tell the difference.
1.15x base wave bullets damage (bots, particles, and phonon)
metamaterial absorber 25->30% chance to get power ups from mobs left alive
apomixis is now a JUNK tech, and it requires duplication > 99%
pilot wave field 2->3 extra choices
plasma torch slows mobs more, and don't push mobs back as much
  fixed bug where plasma torch didn't get tech degenerate matter
laserLayerBoss and layerLayer do 33% less damage
mines aren't triggered by invulnerable mobs

bug fixes
2024-06-02 21:43:42 -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
6c3d97a68c instant tech
adjusted text and math for the fire rate system to use the new "x" syntax
tech search is no longer case sensitive

Zectron 1.9->2x damage, -25% -> -5 energy
exothermic process -20% -> -5 energy

instant/unRemovable tech has a unique icon and no longer shows up in the tech list
  marginal utility - no longer spawns ammo
  heuristics - no longer spawn a gun, 1.2->1.3 fire rate
  open-source - gives 1 extra bot option and 3x bot tech frequency
  robotics - now just spawns 2 bots
  induction brake - doesn't spawn heals, but lasts 15->17 seconds
  accretion - doesn't spawn heals, but gets 3% duplication
  mass production - doesn't spawn power ups, but gets 3% duplication
  Ψ(t) collapse - doesn't spawn research, spawns 5 research from bosses
  decoherence - doesn't spawn research, spawns 2 research from bosses
  fine-structure constant - doesn't spawn coupling, spawn 9 coupling from bosses
  Bayesian statistics - 1.03->1.05x damage, doesn't spawn research
  Born rule code rewritten, but it should have a similar effect as before
  triple point - 1.5->5 second freeze, but no coupling spawn
  geodesics - no longer spawns ammo and guns, but gives 1.5x damage
  ideal gas law - doesn't remove ammo, 12->6x foam ammo per ammo power up
2024-04-08 19:44:08 -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
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
ff613dc2cf free falling
after falling off most open maps you don't take damage
  you fall down into the level again above the entrance

disabled smooth camera tracking for
  portals
  falling off map

added a once every 7 seconds check to see if the player is suck inside the map
  if stuck you teleport to the level entrance
  catches about 90% of the ways to get stuck from falling too fast
  this might causing problems after more testing, not sure

bug fixes
2023-10-15 19:59:47 -07:00
landgreen
b14f2c1eca hopMother
new mob type: hopMother - hoppers that drop eggs that explode on contact and after several seconds they hatch into baby hoppers
  regular hopper mobs have more life and more damage

a few bug fixes
2023-09-30 20:02:50 -07:00
landgreen
8a3ac11793 2 bosses late game
on later levels spawn 2 bosses, but 1 power up each
  starts at simulation.difficulty > 23 //on hard mode level 6, level 12 on easy, level 4 on why?
  makes combat harder, but also means that you will always get at least 2 drops per level
    you used to have a chance to only get 1 near the end of the game
    I'm guessing this will lead to about 3 more total tech by the final boss
  abiogenesis - removed
  parthenogenesis - doesn't duplicate bosses anymore, +8% duplication
2023-09-02 15:30:23 -07:00
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
3d423a58d6 slasher mob variants
new community training level diamagnetism by Richard0820
  it's at the end of the training levels
  start training by click the top right button at the load screen

slasher mob variant with 2 laser swords
slasher mob variant with a laser spear

suckerBoss pulls in powerUps and makes them orbit better
shooterBoss fires faster and larger bullets

wormhole 4 -> 5% duplication, and a 10% reduction in energy cost
drones fire faster and aim more accurately
quenching gives 10% more max health and harm
snake tail mobs have 15% less health
tungsten carbide properly gives 222 health in addition to the bonus max health
2023-07-27 10:10:33 -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
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
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
07af7a7d5c moving code to my other computer 2023-04-08 15:54:01 -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
be109bbb91 green health bar
community map clock by Cornbread 2100

health bar is now green
added a damage bar
  (I'll probably add a setting to disable this next patch)

wave gun has -15% ammo
tech phonon has +25% ammo, and +10% damage

JUNK tech stubs can now wall climb
2023-03-12 17:23:51 -07:00
landgreen
9bcf4d3e8c defense HUD
added defense bar to HUD
new community map commandeer by Desboot

bug fixes
2023-03-11 13:47:41 -08:00
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
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
landgreen
43f3cfbae5 RPG + rocket jump
tech: RPG - gains the rocket jumping effects from electric armor

eternalism no longer makes tech options have 50% opacity when choosing

some new images for cloaking tech
and some images were made brighter

bug fixes
  safari media rules css fixed
2023-01-14 19:58:59 -08:00