Commit Graph

429 Commits

Author SHA1 Message Date
landgreen
099fc07efe scroll tech when choosing tech
you can scroll through the tech and gun menus while selecting power ups
added another classic n-gon option in settings

tech: options exchange - canceling tech,gun,field has a 90% chance for a reroll

stabber mobs now stab 15% shorter distance, but they can stab more often
weak interaction gives 5->10 max energy per unused power up

bug fixes
2022-04-25 06:35:36 -07:00
landgreen
fcbbf29375 temple
new fan level temple by Scar1337 is now add to community maps!
  you have to try it out!

standing wave buffs
  standing wave deflecting, is more efficient for multiple blocks in a very short time (< 1s)
  spherical harmonics no longer deactivates on contact with shielded mobs
  expansion increases block efficiency by 25->40%

negative mass field
  neutronium: move 33->25% slower
2022-04-22 19:51:39 -07:00
landgreen
d4490e7025 NaN bug fix
generalist now requires 2 guns to unlock
  active cooling 18->20% fire speed increase per gun
  arsenal 12->13% damage increase per gun
futures exchange 4.3->4.5% duplication on cancel
perimeter defense 7->6% harm reduction per bot
unified field theory no longer gets bonus rerolls, instead it triples the frequency of field tech
  removed tensor field
meta-analysis gives 3->1 research after choosing JUNK

plasma ball moves faster 7->10

bug fixes
JUNK tech density removed
  it was causing the NaN bug
2022-04-18 18:47:42 -07:00
landgreen
2dc633d2da reactor reactions
automonous navigation -> path integration
  sends spores and worms and drones to the next level with you
MIRV gives 10->12% smaller radius and damage
laser tech slow light has 33% less spacing
tech exciton gives 70%->88% damage
discrete optimization: 40%->35% damage and fire delay
degenerate matter 60->66% harm reduction while field is active
virtual particles 15% duplication is now allowed for time dilation
railgun no longer uses extra ammo when firing multiple bullets with smelting
  smelting now costs more ammo with railgun
plasma torch, ball, extruder all use 33% less energy, do 15% more damage
bremsstrahlung does 15% more damage
standing wave field gives 50 energy
  it's cooldown for blocking shields in now 0.5->0.33 s

reactor
  fight now starts when you press a button, so you can prep
  spawns more ammo 4->7, heals 0->2
  will no longer show up on levels 2,3,4
  fewer bosses spawn at high difficulty levels
  has a small chance to spawn all 3 boss types
  sprayBoss is 25% slower, but it goes immune while spraying instead of shielding

community maps have a short message onload giving credit to the author
new level element balance - it's basically spinners and rotors combined
  I'm replacing all rotors to fix potential BUGS
    sewers, house, perplex, vats

requirement text bug fixes
2022-04-16 17:28:31 -07:00
landgreen
51f4489ae6 wiggle
nematodes now wiggle their tail.  it's horrible
tech: transdimensional spores renamed transdimensional worms
  spawns spores -> worms

missiles:
  20% more ammo
  no longer fire rapidly on crouch
    instead crouch gives missile initial forward velocity
    no crouch makes the missiles recoil back before they accelerate forward
  tech: launch system - fire missiles 500% more rapidly, gives 25% ammo
    doesn't work with cruse missile
  tech: ICBM - cruse missile is even bigger and slower

pavilion has been added back to the map rotation
  this will make the game end at 13 again, and feel harder
  let me know if it's absence resulted in less NaN game crashes

reactor sprayBoss is now harder to kill

bug fixes
2022-04-11 06:58:22 -07:00
landgreen
2a5a4781a9 2 more classic n-gon dates
added 2 more classic n-gon dates

plasma ball
  does 10% more damage
  moves 20% faster
  targets mob bullets better

standing wave has a 45/60->30/60 second cooldown after blocking a shielded mob
  but, standing wave now also triggers it's CD on shields that protect groups of mobs

JUNK tech: Mech v4.48 removed
JUNK tech: cosmogonic myth - opens a random classic version of n-gon in a new tab, after 5 minutes close the tab and spawn 1 of every tech

bug fixes
2022-04-09 14:17:55 -07:00
landgreen
78570d06a6 coyote time
added 5 cycles of "coyote time"
  this means you can still jump for 5/60 = 0.1 seconds after leaving the ground
  let me know if you like the feel
  this might cause some unexpected bugs, or reduce the difficulty of some platforming levels

JUNK tech: NFT - buy your current game seed
  no one is allow to use your seeds
  if they use them they are gonna get in trouble

removed the pavilion/ruins map to see if it's causing bugs
2022-04-02 15:05:27 -07:00
landgreen
62eb66a002 shape-memory alloy
tech lithium-ion - give 200 max energy when relay is ON
tech shape-memory alloy - give 200 max health when flip-flop is ON
  NOR gate now prevents damage when in the OFF state (previously ON) to work well with shape-memory alloy

harpoon crouch mode now retracts at 30% greater distance than normal with no targeting

more bug fixes of course
2022-03-30 05:59:33 -07:00
landgreen
d0ed1c6d03 new community map! - islands by Richard0820
new community map! - islands by Richard0820
  enable community maps in settings

plasma ball
  tech: corona discharge - increase frequency and range of electric discharges
  several bug fixes

bug fix for some people that can't store settings between reloads
2022-03-28 18:58:53 -07:00
landgreen
4765bda74d plasma ball version 3.0
plasma ball
  once released explodes on mobs or map
  slows mobs
  grows at 2x rate if you have energy above max
  player is slowed when holding plasma ball
  every 20 cycles damage a nearby mob
  next patch plasma ball tech
2022-03-27 16:50:26 -07:00
landgreen
e4443aa10a tech debt negative fix
plasma ball
  moves faster
  grows/drains extra fast when you have excess energy

bug: technical debt no longer produces negative damage at high tech levels
  maybe this was causing the NaN position bug?
2022-03-25 05:43:25 -07:00
landgreen
bae43b334c bug fix patch
enthalpy: 3->2% heal from damage done
technical debt: 8->15% less damage for each tech
2022-03-24 05:58:58 -07:00
landgreen
6b2b59a115 plasma ball
plasma ball
  much more damage
  new graphics
  fast decay in mob shields
  works with capacitor
  some bug fixes

paradigm shift: 4->10% chance to give research instead of tech
harpoon density: 0.006->0.005  (lower damage and knock back to mobs)
wormhole: 7->5% duplication chance
pilot wave uses less energy
2022-03-23 19:17:56 -07:00
landgreen
dde4432279 plasma ball
plasma ball is now live, but it's still in beta
  still needs
    new graphics
    damage balancing
    fast decay in mob shields
    player angle rotation speed while firing adds to fire speed
    tech upgrade to get electrical arcs that randomly damage nearby mobs
    current tech synergy
      capacitor bank,plasma jet(range?)

reservoir level is less crowded, so you can dodge mobs easier
  horizontal flipped version is so reenabled
pure science renamed paradigm shift
difficulty scaling for heal and mob damage reduced 2%

some possible bug fixes, I don't know...
2022-03-20 15:43:51 -07:00
landgreen
fc64d2daa4 autonomous navigation
tech: autonomous navigation - drones travel with you through levels and drones reset durability
tech: technical debt - increase damage by 300%, but reduce damage by 10% for each tech you have

molecular assembler now has a higher bullet spawn cap 200->300
  but it increases energy cost per spawn above around 150

fragments are about 15% fewer
thermal runaway is about 40% bigger and more damage
plasma torch: extruder uses less energy
pilot wave uses less energy

bug fixes
2022-03-12 05:48:52 -08:00
landgreen
4efc3d2d82 merged shotgun tech
railgun and foam have a bit more ammo
capacitor bank makes foam gun fire a stream of foam
tech shift registers is now always on
  (set ON/OFF to ON at the start of a new level)
tech from applied science doesn't count for various tech that convert tech into other things (pure science, many worlds)
grappling hook now shows hooks on the grapple

merged similar gun tech
  needle gun+needle shot
  rivet gun+shotgun slug
  shockwave+blast mines
  nematodes+worm-shot
  necrophoresis+necrophage
    the worm aspect now spawns 3 copies instead of just a lifespan reset
2022-03-06 19:00:27 -08:00
landgreen
33fe8faff9 railgun
tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
  railgun has auto-targeting, like harpoon
    the aiming graphic is gone
  disables filament, reticulum, toggling
  unlocks capacitor bank

mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo

harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks

bugfixes
2022-02-19 13:21:33 -08:00
landgreen
e913fb3548 mineBoss
new reactor boss - mineBoss
  1/3 chance for 1 of 3 different bosses to spawn on the reactor level

harpoon starts with 10->3 ammo, and still gets 1 ammo per powerUpx
network effect damage per bot 7->6%
perimeter defense harm reduction 8->7%

bug fix decoherence
2022-02-15 19:07:01 -08:00
landgreen
67a6ee29d1 railgun default harpoon
harpoon's crouch is now a harpoon sized railgun
tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts
toggling harpoon does 800 -> 600% more damage

perfect diamagnetism default field is a bit larger

bug fix with several periodic checks running off simulation time
  they now run on player time and will be active during time dilation
fixed a bug where lore wasn't working
2022-02-08 05:51:06 -08:00
landgreen
775f45b863 seeded random
all runs are now seeded
seed defaults to the last 8 digits of UTC time in milliseconds
set a custom randomization seed in settings
seed controls:
    at start - boss list, mob type list, level list, horizontal flip
    during run - tech, gun, field choices, some custom level randomization
doesn't control: mob spawns, mob size, some minor level differences, specific level boss choices, ammo reward values, specific tech effects

bug fix with ground state
2022-02-06 08:52:39 -08:00
landgreen
496cc83878 particle collider
tech: particle collider - in pause menu clicking a tech ejects it (5% chance to lose the power up and convert into energy)
  (also works on testing without the tech)

growBoss no longer goes invulnerable
bounceBoss bullets (on reactor map)
  do 33% less damage
  move 50% slower, so they don't fill the entire map

ground state reworked: reduce passive energy regen by 66%, increase max energy by 200
electronegativity: increase damage by 1% for every 9 -> 8 energy
acetone peroxide does 300 -> 200% more self harm from explosions
predator renamed parasitism
2022-02-05 07:01:03 -08:00
landgreen
6a2ef59c7b bounceBoss balance and bug fixes
difficulty balance per level
  mob harm done is reduced about 2%
  player damage is increased about 2%

slasher mobs do 20% less damage
  this is because they killed me on my last run and I'm bitter
mantisBoss is invincible for a less time
Zeno's paradox removes 1/10 -> 1/12 health every 5 seconds

slow, stun, plasma, foam, neutron bomb effects now only slow mobs down to a minimum speed of about 2-4

bug fixes
  bounceBoss deals with slow effects in a less buggy way
  final boss didn't kill invincible mobs when it dies
2022-02-01 19:38:36 -08:00
landgreen
8bee75cf6e level - reactor
new level: reactor - midBoss fight
  it's not well balanced yet
  Let me know if there are any impossible gun combinations

for new players the training button at the start screen now cycles colors
  effect shows if you haven't cleared the first training level, and you haven't done at least a few normal runs

standing wave expansion tech is 40% larger and gives 25% deflecting efficiency
ammonium nitrate gives 30 -> 27% damage and range
heuristics gives 30 -> 33% fire rate
wormhole invariant tech drains energy much slower while time is paused

bug fixes
  null level now longer progresses level.onLevel
2022-01-30 19:15:09 -08:00
landgreen
53392df55e tinker
JUNK tech: tinker - unlock JUNK tech in experiment mode
  this effect is stored for future visits on the same browser
several JUNK tech text have been cleaned up

your explosions do 8% more damage, but not more harm
grenade gun fires 5% faster
ruins/pavilion map is adjusted to be a bit easier to move around
crouching speeds up exit door animation

removed google analytics
bug fix with power ups and frozen time
bug fix with elevators and map collision
2022-01-22 07:39:05 -08:00
landgreen
752a0034ed invariant
the level list now has 2 levels randomly removed to bring the total back to 13
  15 level play session felt too long

tech: invariant - use energy to pause time while placing your wormhole

reservoir level has wider platforms, and some other changes

Zeno's paradox 83->85% harm reduction
supply chain no longer gives 5% JUNK
vector field renamed -> tensor field: also gives 7 research
2022-01-13 07:56:08 -08:00
landgreen
bf7a22f243 more training levels
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"

tech: Bose Einstein condensate is removed until I can balance it

bug fixes
2021-12-22 08:59:10 -08:00
landgreen
9dc5c8d456 training maps
first 4 levels of the training maps are live
  this is very much a work in progress, but I'm putting it up for feedback

stunned and frozen mobs do no harm by default
  removed tech: osmoprotectant - stunned and frozen mobs do no harm

tech: annelids - randomly increase worm size and damage up to 100%

weak anthropic principle gives 45->50% duplication chance after almost dieing
complex spin-statistics immune to harm for 1.5->1.8 s every 7 s
exciton gives 60->66% damage
electronegativity gives 1% dmg for every 11->10 stored energy
arsenal gives 14->12% more damage per gun
pair production is now also a standing wave field tech
mass-energy takes 10% less damage
JUNK tech black hole cluster spawns mobs farther away, so you have a better chance to survive
undefinded tech no longer shows up on your first couple times playing, since it's a distraction for new players
2021-12-20 12:03:38 -08:00
landgreen
bd87000277 invulnerable
powerUpBoss & powerUpBossBaby go invulnerable for a second after they die
powerUpBossBaby is even smaller, and a bit slower
growBoss goes invulnerable for a second after one of it dies
shieldingBoss makes shields that are 50% stronger, shieldingBoss has 40% lower health
2021-12-14 18:22:08 -08:00
landgreen
498f867738 mantisBoss
mantisBoss:  3 punching mobs, eject your ammo when you get punched
  invulnerable except for 1 second after moving

powerUpBossBaby: smaller, cuter, faster, can't move through walls

slashBoss renamed revolutionBoss
  invulnerable every other revolution of it's blades

new mob state: invulnerable - immune to damage and status effects (stun, dots, freeze)
damage and harm circle graphic size have been made more consistent

bug fixes
2021-12-13 19:11:46 -08:00
landgreen
4137d719da only 3 bosses
several tech now have fewer requirements to unlock
some normal tech is now considered gun tech (mostly explosion stuff)
snakeBoss tails, stay attached to each other
"snakeBoss", "blockBoss", "powerupBoss" are now the only bosses for the random boss list

bug fixes
2021-12-08 20:48:18 -08:00
landgreen
66025c14e2 hammer + nail
pneumatic hammer (20 -> +18% size and damage effects)
  now applies to nails, slugs, needles, in addition to rivets
integrated armament 20->25% damage, also if you switch guns converts guntech to new gun
backward induction removed
symbiosis removes 1 -> 0.5 max health per mob kill
plasma jet - costs 1 -> 2 research, and goes a bit farther
Occam's razor gives 36 -> 40% damage per removed tech
2021-12-01 19:22:06 -08:00
landgreen
f8b18c7772 affine connection
tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost
tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses)
tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage

mob: launcherOne - launches 1 big seeker bullet that chases you
black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase

applied science no longer gives research (just a random tech for every gun you have)
bot fabrication increase cost every 5 -> x6 bots

average console time to disappear is 3 -> 4 seconds
ammo power ups no longer log ammo to in game console for performance reasons

JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
2021-11-28 05:28:01 -08:00
landgreen
677989dd02 torpot
change: torpor - if you have NOT killed a mob in the last 5 seconds reduce harm by 66% (no negative effect though)
2021-11-21 07:35:08 -08:00
landgreen
d68ca63695 Occam's razor
tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage

tech dormancy removed
tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen
tech: torpor - gives the opposite of it's previous effect
  if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10%

relativistic momentum - pushes blocks in addition to mobs
  not much benefit, but it's fun
supply chain:  still doubles ammo, but now also adds 5% JUNK (yay)
  it no longer has any tech requirements
inductive coupling: 600% -> 700% regen while crouched

JUNK tech: density - blocks are 100x times less dense

tech descriptions can change their text dynamically now
  only a few tech are using this option so far
2021-11-20 09:05:21 -08:00
landgreen
9e7e88c28d railgun -> harpoon tech
railgun is now a tech for harpoon
  railgun tech: dielectric polarization has been removed
unaaq increases the size not length of harpoons

capacitor bank applies charging effects: throwing blocks, foam, railgun, pulse, tokamak
  fire cooldown reduction no longer effects these charging abilities, but it does reduce cooldown between discharges

foam now has a short delay between each discharge
foam charges ~10% faster
tokamak graphics indicate charging and max charge better
pulse laser can now regen energy passively while charging

tech: mass driver no longer gives improved block charge rate,
  but it gives 200% -> 300% damage for blocks
tech: inflation no longer gives improved block charge rate
  it gives harm reduction when holding a block and makes block expand when you throw them
tech: inelastic collision was removed it used to give harm reduction when holding a block

pilot wave uses 66% less energy to fling blocks
pilot wave can fling block effectively at much higher speeds now (which happens to use much more energy)
tech potential well is removed, because it isn't really needed anymore

inductive coupling: 500% -> 600% regen while crouched
molecular assembler now works with inductive coupling regen properly

bug fixes (superdeterminism, wormhole, applied science)
I probably added several new bugs, let me know if you find any
2021-11-14 08:21:28 -08:00
landgreen
50314c21e9 applied science
tech: applied science - gives a random gun tech and a research for each gun in your inventory

JUNK tech - motion sickness - disable camera smoothing
JUNK tech - palantír - see far away

foam-bot, nail-bot, missile-bot: are now affected by fire delay tech
  this gives some options for late game bot scaling

timelike now allows some energy regen while immune to harm in double time
Tokamak now overrides the trajectory throw graphics with its own
2021-11-11 06:28:28 -08:00
landgreen
95fcdb10b8 block throwing trajectory
block throwing and mines when crouched now have trajectory prediction, like grenades

all bot upgrades are about 20% better
Ψ(t) collapse gives 16->21 research
spores and drones have up to 20% shorter life span when the number of active bullets is high

1st ionization energy gives 7 -> 8 max energy per heal
permittivity renamed weak interaction
weak interaction gives 4 -> 5 max energy per unused power up
transceiver renamed electroweak interaction
fixed about 70 different requirement text situations
2021-11-07 21:09:29 -08:00
landgreen
d77dde462e planetesimals broadcast
tech: inductive coupling - regen is increased by 500%, but you only regen when crouched

tech gun turret gives 55% -> 60% harm reduction
  also I fixed a bug where it was giving 45% not 55%

old tech inductive coupling is renamed: permittivity
permittivity gives 3 -> 4 max energy per unused power up
1st ionization energy gives 6 -> 7 max energy per heal

tech expansion - no longer costs energy to expand standing wave field

JUNK tech planetesimals now can spawn tech in n-gon
  or kill the player in n-gon
2021-11-06 07:26:14 -07:00
landgreen
30e2a607bd cheaper lore
number of undefined tech needed to get lore is now lower at higher difficulty modes

bug fixes
2021-10-31 14:45:10 -07:00
landgreen
093e56dd12 retrocausality
time dilation tech: retrocausality - instead of pausing time your field rewinds time, including your health
  this tech replaces replaces CPT gun
  works well with tech: causality bots and grenades

wormhole
  activated on mouse up
  draw an outline of the wormhole to show if can work at your mouse location

adiabatic healing: adds 5% JUNK in addition to 100% better heals

several tech pool frequencies have been adjusted to roughly this rule:
  no requirements:  1x chance
  requirements: 2x chance
    (most gun and field tech)
  strict requirements: 3x chance or higher

bug fixes
2021-10-31 07:01:54 -07:00
landgreen
7af4ffdce8 field tech balance
field tech balance:
  pilot wave has access to more field tech: time crystals, WIMPs, no-cloning
  time dilation: can get symbiosis
  flux pinning: 2s -> 4s stun on blocking
  zero point energy:  74 energy -> 100 energy
  tessellation: 4->2 research cost
  bremsstrahlung: 33% more damage
  triple point: 50% more ice

  bug fixes
2021-10-28 16:31:23 -07:00
landgreen
79e27978ec JUNK percents
JUNK tech: facsimile - copy current level and insert into level queue
JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics

tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options)
  the percent values may seem like more but I actually lowered the JUNK chance about 10%

meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research)
symbiosis: only gives 1 bonus tech (was 1 or 2)
blink boss rebalanced (it's easier, and has two modes)

bug fixes
2021-10-27 19:21:51 -07:00
landgreen
34b1a02981 neutronium
tech: neutronium - 90% harm reduce while field is active, 33% slower move speed
  (requires negative mass field)
tech: charmed baryon - 0 cost wormhole, 33% slower move speed
harpoon tech: reticulum now always fires extra harpoons even if there are no targets

tech.removeTech() method has been improved
bug fixes
2021-10-24 18:28:33 -07:00
landgreen
61b365ff6c duplicated boss health
perimeter defense and network effect each give 1% more bonus per bot  (around an 18% increase for each tech)

extra bosses spawned from parthenogenesis and apomixis have health increased by your duplication chance
  (if you have 50% duplication the extra boss have 50% more health)
apomixis no longer costs 8 research
2021-10-22 05:58:16 -07:00
landgreen
dfc0f9b574 surfactant
tech: surfactant - remove foam gun, get 3 foam bots, upgrade all bots to foam
  you can now have a chance to see gun removing tech even when that gun isn't active

n-gon title draws in 1/2 the time
  I'm getting flagged by google search that my loading page takes a long time to full render, so this might remove the flag
  the site is very fast to load, but I think google is getting confused by the title animation

bug fixes
2021-10-17 19:21:25 -07:00
landgreen
19c008fec1 fault tolerance
tech: fault tolerance - spawn 9 drones that last forever, remove your drone gun

fade in after death is more gradual
2021-10-17 09:00:11 -07:00
landgreen
dbe33239fb background 10% opacity on death
after you die your canvas sticks around at 10% opacity
add a mouse over underline effect to hint that names are links
molecular assembler: all 3 manufacturing tech cost 3 -> 1 research
2021-10-12 18:57:05 -07:00
landgreen
90e9e73084 refractory metal
extruder:
  new tech: refractory metal - increase extruder damage radius
  fixed extruder graphics bug, and collisions bug
  dynamical systems and discrete optimization are allowed with plasma torch
    (although I nerfed them both just a bit)

irradiated nails: 90% damage spread over 2s -> 3s
  same total damage, but it takes 1 second longer
toggling harpoon: 6x -> 8x damage
  also the graphic effect is more obvious
slasher mobs will grow their sword at the farthest vertex from the player
2021-10-09 16:46:16 -07:00
landgreen
f135046e0b extruder
plasma extruder
  extruder lag issues should be fixed!
  extruder graphics have a cool glow
  45% more damage
  20% more energy drain
  slows mobs a bit more
  extends faster
  it can hit mobs that get near it now instead of just inside it
  plasma jet now works with extruder
2021-10-07 05:49:49 -07:00
landgreen
8d1222301d wikipedia links
tech, field, and gun names are now clickable wikipedia searches
  works in pause and experiment modes
  several names have also been adjusted
2021-10-05 17:55:04 -07:00