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
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)
new tech are sorted to the top of the tech list
pause menu tech list matches the tech list in game
JUNK tech icons are properly displayed in pause
Sort interface works with enter key
bug fix: you can no longer pause or enter testing in experiment selection on text input
pressing P in power up selection menu brings up the pause menu
so you can see your tech and stats
blocks stuck in vertical portals have a bit of randomness added to their velocity to help them escape
JUNK tech chance is a raw percent chance to display a random JUNK
it was previously a specific JUNK tech directly added to the pool
this might cause bugs
JUNK tech: beforeunload - asks if you want to cancel if you exit game, if you cancel gain 25% damage, but there is a 25% chance to exit anyways
JUNK tech: what the block? - trying to throw a block, throws you instead
reinforcement learning converted into a JUNK tech
JUNK DNA - scale damage by 100->200% of JUNK pool tech percent
dark patterns 33->22% JUNK
replication 33->22% JUNK
overcharge 66->88 max energy
residual dipolar coupling 6->8 coupling per cancel
futures exchange 4.7->5% duplication per cancel
hyperpolarization reduces polarization time by 1->1.25 seconds
reel +75->100 energy
updated physics engine to matter.js 0.19 (from 0.18)
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
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...
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
electronegativity: +26->23% damage
gun cancel button doesn't show up on the initial level if you haven't done the training yet and you didn't choose a gun
after exiting initial level players are prompted to start the training levels
only if they haven't done the training and they didn't pick up a gun, and a few other conditions
community training levels only are added when community maps setting is on and player clicks on training
if you die after clearing fewer than 4 levels the difficulty settings automatically opens
improved text formatting on updates
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
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
why mode is now 20% easier, but still 25% harder than hard mode
easy:1, normal:2, hard:4, why:6->5
new community map unchartedCave by 3xionDev!
Newtons 1st law 66->88% defense when moving fast
Newtons 2nd law 66->88% damage when moving fast
CIWS energy 20->18 per shot
rupture disables reel and tokamak
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
grappling hook
added coupling effect - 4% extra ammo per coupling
doesn't destroy blocks, instead the player grabs blocks
doesn't automatically retract after hitting power ups
improved momentum conservation on yank and catching blocks, power ups
removed accidental 55% defense for grapple field
tech (no images yet)
autonomous defense - fire harpoons at nearby mobs
rupture - explosion on impact with map, block, mob
negative mass field has horizontal block motion by default
fixed tech sorting by "allowed tech" in experiment mode
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
missile Bot: +10% bigger explosions, +10% damage, +7% fire rate
plasma Bot: +40% damage, and drains 2% less energy
1st ionization energy: 8->11 energy per heal
mass-energy: defense reduction factor 0.13->0.33
neutron bomb: +25% damage
non-renewables: 78->88% damage
junk DNA: applies to all damage, not just spores
pseudoscience: adds (1-4)->(1-3) JUNK to tech pool per free research
futures exchange: 4.1->4.3 duplication per cancel
default skin has slightly more narrow legs
added ammo to gun descriptions
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
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
new community level cantilever
extended tech sorting to experiment
acetone peroxide does 40->33% more explosion harm to player
fleas can do up to 30% more damage before they despawn
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
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
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
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
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
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
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
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
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
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
tech: repeater - shotgun gets another shot, and a longer fire delay
shotgun cross hairs show when fire is on cooldown
keys 1,2,3,4,5,6,7,8,9,0,-,= switch to a gun in your inventory
Nerfed blinkBoss health and speed
sneaker mobs are immune to harm for one cycles after vanishing
experiment button new style
new images for energy, bots
bug fixes
card images and text scale based on browser width for smaller screens
tech Zectron - super ball can damage you, but they do more damage to mobs
superBall bullets are converted to run off generic b.superBall()
sneakers - after taking damage if sneakers are low on life they teleport to a random point from the player's history and they sneak attack again
sneakBoss - a large sneaker that can hide several times before it dies
bug fixes
card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
and it will not even try to download an image above 500KB
and it will try a different random image if it's first attempt is too big
(gotta protect our friends with slow internet)
finalBoss
mine mode comes in waves
orbiters mode comes in waves, and they spawn at a radius that intersects the player
several on new level tech effects now also run on each new final Boss phase
gun stuff, many worlds, negative entropy heal spawns
perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
added images to tech, field, gun cards (enable this in settings)
in progress - not all images are generated yet
images are generated by me using midJourney plus significant post processing
random research power ups are 20% more common per level
global difficulty balance: player takes a bit less damage
mutualism: 0.5->1 borrowed health for 250->300% more spore damage
harpoon can still fire when out of energy, but slower
harpoon fire cooldown no longer triggers when the harpoon returns
it's just a flat 2/3 of a second after you Fire
improved fire rate now allows you to fire many harpoons at once until you run out of energy
default harpoon rope is a bit longer
several bug fixes and undocumented changes I forgot to list
harpoon
default fire rate is 10% higher
default harpoon range 15% higher
railgun
tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
area effect damage is increased 20%, scales with bitter electromagnet and total charge
charging longer increases harpoon velocity/damage by up to 30%
contributions to charge time are more uniform between:
crouching, fire rate, Bitter electromagnet, and capacitor bank
auto aims no longer disabled on crouch
emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
cache 16->15x ammo
many-worlds 1->0 research to enter an alternate reality on each new level
finalBoss
health decays a bit faster
spawns 6 mobs at each health threshold
spawns from the different modes are reduced
boss laser damage is 25% reduced
hoppers spawn from the slime tunnel
JUNKtech: random - gives random +damage
bug fixes
plasma-bot does 15% more damage, but costs 2 research
fault tolerance 4->5 forever drones, but costs 2 research
surfactant 2->3 foam bots, but costs 2 research
missile-bot costs 1 research
shaped charge 4->3 research cost
renormalization 40->44% chance to refund research
exciton 18->16% chance to spawn
ground state 50->40% reduced energy regen
Bayesian statistics 3.8->3% damage per research, and spawns 3 research
JUNK tech: startle response - if mobs are near boost damage, and lock mouse until you press escape
when you die store a copy of all your tech
they will show up at your location in the future as a power up
this is probably buggy
CPT triggers at above 100 energy instead of above 68 energy
causality bots makes a few less bots
several tech with dynamic effects show the value of the effect in their description
mass-energy is compatible with more tech
defense works with mass-energy, but is exponentially reduced (~10%)
damage taken scales with difficulty based heal reduction
1.3x dmg level 5 hard, 2x dmg level 13 why
ergodicity: 91->66% damage, no heals -> 1/2 size heals
negative feedback 0.5% -> 1% damage per missing health
negative entropy spawn heals for 33% missing health not 33 flat missing health
this means it caps at 3 health per level
tech - iceIX freeze effect lasts 2 seconds longer, spawn 10 coupling
perfect diamagnetism, standing wave
research is less common
path integral comes with 5% JUNK
there are fewer starting power ups on why difficulty
bug fixes:
fixed the text overflow issue on small screens
decoherence: if you get a tech that is banished it stops being banished
you can now have negative research
matter wave renamed wave
tech: frequency - wave has unlimited ammo, but -50% wave firerate
tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
effect cooldown grows +5s with each chained resonance
uncertainty principle works with phonon wave
phase velocity works with all other wave tech, 40->35% damage
boundstate reduces wave range by 25->15%
non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage
a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
it grew mass and damage at an exponential rate before
now it's closer to the +30% damage description
new level biohazard by INOOBBOI AND THESHWARMA
enable community maps in settings
some coupling tech spawns power ups instead of directly giving coupling
fine-structure constant gives 60 coupling power ups, lose 0.5 coupling after mob collision
tech: decoupling: when ON: +5.00 coupling OFF: spawn a WIMP
(probably adds coupling drift bugs)
JUNK tech - boost - spawn a large number of boost power ups
several bug fixes
mob - flutter is no longer treated as a boss
some shotgun ammo tech upgrades will continue to fire some original recipe shotgun bullets
rivets, fleas, worms, iceIX
tech: band gap - boosts give more damage but it lasts for 1 less second
WIMPs are 10% faster
controlled explosion renamed shaped charge
bug fixes
construction mode works better with my buttons
to unlock run this and press T to enter testing mode
simulation.enableConstructMode() //used to build maps in testing mode
removed -experiment- tech because it's function was reproduced by "tech - tinker"
coupling
crystallography renamed quintessence
wormhole -> energy after eating blocks
penrose process is removed
perfect diamagnatism and standing wave -> ice IX after blocking
tech triple point removed
plasma torch -> +damage
killing one of the first 3->4 snake body mobs makes snake bosses vulnerable
shooterBoss shoots 3-6 smaller bullets
bug fixes
tech: crystallography - convert all your research into 0.25 coupling per research
tech: residual dipolar coupling - cancelling field gun or tech gives +0.5 coupling
tech: fine-structure constant - +6 coupling, eject this tech if you take damage
coupling for cloaking field now gives +33% ambush damage
tech: ambush removed
coupling for time dilation now gives +25% longer time dilation effect
about +2 seconds
coupling tech isn't well balanced yet, so give me feedback
non-unitary operator renamed to Hilbert space
bug fixes
tech: coupling - +1 coupling, coupling is a new stat that provides different buffs for each field
releasing this early for feedback about balance and bugs
removed tech Pauli exclusion
now the perfect diamagnatism coupling effect
snakeBoss tails are closer together
some bosses have a higher vision memory and response time
phonon gets 10% less ammo and 10% less damage
meta-analysis gives 2 research per use
energy drain rework
in many situations drain no longer scales with regen
this might have some bad side effects, let me know
bug fixes
made several tech effects not an arrow function
timeSkip graphical glitches might be improved
new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple
snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
field tech: patch - after cloaking recover 75% of last health lost using that much energy
taking damage now forces decloaking
field tech: dynamic equilibrium - increase damage by 5% the value of your last health loss
foam has less velocity after a mob it's stuck to dies
snakeBoss becomes vulnerable if you remove any of the first 3 body segments
body segments have more health
bug fix: quantum eraser now removes mobs in a more random order
it used to have a too low chance to remove bosses
finalBoss pushes away things between every phase
it's much smaller in black hole phase and very hard to hit
timeBoss, shooterBoss, orbitalBoss, laserTargetingBoss have "orbital armor"
orbitals have less health and move a bit slower
orbitalBoss is slower and has more health
blinkBoss does much less collision damage
laserTargetingBoss does 2.5x damage but it's laser is only on 1/2 the time
URL builds share what mode molecular assembler is on