new favicon
heal power up overheals don't consume the entire heal power up
accretion works with all fields except wormhole
(only because wormhole eat up heals so it's bad)
spawns 6 -> 3 heals
pilot wave 1 -> 2 extra power up choices
standing wave 66 -> 150 max energy
electronegativity 0.1% -> 0.15% energy per energy (10->15% damage at 100 energy)
a few more images
bug fixes
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
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