pausing time or being cloaked gives you 50% harm reduction from mob collisions
no-cloning theorem duplication => down to 42%, but no longer removes 1% on bosses
dazzler => drains 25%->10% energy, and it has a 15% bigger radius
boson composite => only drains energy when you touch shields
'F' key lets you fire, and it can be rebound to other keys
might be some bugs here, I didn't do much testing
no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob
requires cloaking or time dilation field
tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level.
requires cloaking or time dilation field
JUNK tech: all-stars - make mobs look like stars
JUNK tech: mouth - make mobs look like they have a mouth
the nonCollideBosses have been made 10% harder to kill
these are the types of bosses that spawn from apomixis on 100% duplication
7+ sided mobs may slice in two when they die
tech: cache - ammo power ups give 11x ammo, but you can't hold over 11x ammo
harpoon
grabs 1 power up on the way out, or in
harpooned power ups are predictable
they attach to the harpoon instead of using physics to move towards player
bugs fixes
lasers were broke, but I fixed them
harpoon gun
shaped more like a harpoon
grabs power ups slower, and from the tip of the harpoon
only uses energy on returning
doesn't have thrust if there is no mob target
tech: reticulum - make one more harpoon if there are mobs nearby that you are facing
I'm letting this stack to 9 even though it's silly cause that is n-gon's style
tech: ceramics now lets both harpoons and needles ignore shields
this was coded poorly so if shield bugs show up it might be from this
tech: fragmentation makes ~15% fewer nails for everything it affects
tech: filament gives 3% length per ammo (was 1%)
also length is capped at 75 ammo because after that it's just annoying
tech: unaaq is longer at low ammo but scales slower at high ammo
bugs
fixed laser collisions on player head when crouching
returned experiment gun and field circles
blockBoss: new boss based on work by TheShwarma
(3x chance to randomly see blockBoss until next patch)
it's over powered, I'll probably nerf it next patch, but I want to get some feedback first on how to nerf it
hint: if you kill the boss all the mobBlocks turn back into blocks
very very small blocks are slightly limited in how fast they can be thrown
they were moving so fast they would miss their target sometimes
tech: energy conservation gives 5% energy back (was 6%)
tech: arsenal requires at least 3 guns in your inventory
tech: active cooling requires at least 2 guns in your inventory
several bug fixes
tech: brushless motor - drones rush more often and do 44% more damage
requires torque bursts
tech: orthocyclic winding - irradiated drones are faster and do more damage
requires irradiated drones
automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets
safari is super buggy, I'm guessing no one that reports bugs uses it.
fixed scroll bar covering up pause right side text on safari and firefox
fixed issue with ctx.setLineDash sometimes making the player dashed on safari
various other bug fixes
missile-bot tech now removes your missile gun, but missile bot fires much faster
missile-bot now benefits from all missile tech
rail gun has a bit less ammo and fires a bit faster
in between how it is was in the last two patches
rail gun gets less energy from half-wave rectifier
Matter.World has been replaced with Matter.Composite
matter.js deprecated World
could cause problems merging your old code
(replace World with Composite in your code)
tech: many worlds - now costs 1 research at the start of each level to activate
a nerf, but also a buff because if you like a build you can freeze it by not getting research
mine gun has 25% less ammo and 33% more damage
railgun now gets 50% more ammo, but it fires slower
fixed rail gun ammo drain on misfire bug
fixed experiment gun display bug
tech: chain reaction now requires vacuum bomb, but it increases grenade radius and damage 33%
(and makes blocks explode)
needle gun fires with more regular timing
needles despawn 1.5s faster, for performance reasons
intro level power ups are relocated
tech: decomposers renamed necrophage
if mobs are one shotted before they see you, they no longer alert nearby mobs
clicking on a mob in testing will log that mob in console
blinkBoss - teleports after you, drops grenades after each teleport
sneaker (the stealthy black pentagons) - decloaks slower, moves slower, is smaller, has more health
some mobs can now sense you by "smelling" where you were
they check for a clear line of sight with your last 10 seconds of history
snakeBoss, blinkBoss, sneaker
extra bosses no longer spawn on final level
beating the final boss clears mobs that spawn after a mob dies, like powerUpBoss
phonon and isotropic radiator range reduced about 10%
shotgun techs:
(I haven't done enough testing so let me know if these different shotgun modes aren't balanced)
worm shot
ice-IX shot
foam shot
needle shot
foam lasts much longer on shielded mobs
overall foam damage is reduced about 8%
attacks that drain energy don't work when the player is immune to harm
slime, radiation fields, black holes
energy regen that consumes something (ammo, blocks, power ups) now works when immune to harm
but passive energy regen is still stopped while you are immune to harm
pilot wave field can no longer hit intangible mobs with blocks
it was too annoying that you can't use blocks to move around so I reverted it back
tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death
almost all energy regen is disabled while immune to harm
you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
Pauli exclusion gives 1 s of harm immunity (was .75 s)
CPT reversal requires 10% less energy (min energy is 60% to activate)
CPT grenades gives many more bombs
CPT bots gives many more bots
growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
sneaker mobs are a bit slower, and have much lower health
starter mobs are no longer aggressive
gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
2 more lore chapters (5 total now)
entering testing mode makes a sound now
reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations
I hope this will increase build variety and also give more value to making good tech choices
countless bug fixes and wording fixes
mobs have a new trait mob[i].damageReduction
spore tech - nematodes - replace spores with 1/2 as many worms that do 200% more damage
worms are also a bit faster, last longer, have better reaction times
a cool worm graphic, and a simple searching behavior if they haven't found a mob
mycelial fragmentation - makes 6 extra spores during growth phase (was 4)
historyBoss has less health, slower tracking, and more damage
shieldingBoss stops re-shielding after taking damage
25% more health
re-shielding Cooldown is 25% shorter
you can pick up ammo with laser again
it was too annoying to switch guns
you have 1/2 second harm immunity after leaving a portal
lore conversations are better at recovering from speech API freezes
(if the speech API doesn't work after 10 seconds it switches to pure text)
tech: Noether violation - shotgun and railgun recoil is increased and it's direction is reversed, +60% damage for shot/rail gun
each field now has a tech that uses research to give a simple bonus
wormhole: virtual particles - 3 research for 19% duplication chance
cloaking field, pilot wave: dynamical systems - 2 research for 35% damage
standing wave harmonics, pilot wave: zero point energy - 2 research for 74% max energy
perfect diamagnetism or negative mass field: tessellation - 50% harm reduction for 4 research cost
time dilation field - Lorentz transformation now uses 4 research for a 50% speed increase (was 40% for no research)
plasma-bot - now also requires 1 research
nano-scale already has several research deals
added a research to the intro level
Newton's 1st law reduces harm by up to 66% (was 60%) when moving at up to 30
Newton's 2nd law increases damage by up to 66% (was 43%) when moving at up to 30
also they both have no requirements anymore
super ball tech supertemporal now fires with much less delay
and it syncs with frame rate much cleaner
metamaterial cloaking
now gets the damage buff after 3 seconds of no kills (was 4s)
recloaks 1/2 second faster
cloaked vision has a 10% larger radius
6 situational tech can now show up in situations where they are only "OK", but not "great" choices
new level labs is done (it's kinda randomized, so expect it to feel different each run)
(I know there are tons of bugs, but I figure we can find them together :)
foam gun now gets about 20% less ammo
new junk tech: "emergency broadcasting" - plays some fun sounds and gives you health
updated matter.js to a newer build matter-js 0.17.1 by @liabru
(was matter-js 0.14.2 by @liabru 2018-06-11)
matter.js patch notes suggest a possible 30% physics performance increase
decomp.min.js was removed because I don't think it does anything anymore
I did get one error message about it being missing, but there were other bugs too
tech: inflation - thrown blocks expand, and throwing charges faster
fermions applies to thrown blocks as well
junk tech: posture - stand tall
junk tech: rhythm - you oscillate up and down
shieldingBoss no longer shields other bosses
mine damage is about 25% better
final boss leave a body
several minor bug fixes
spammable methods of energy generation no longer work while immune to damage
rail-gun, flip-flop, dynamo-bots, ice-IX, energy siphon
pilot wave follows the mouse a bit slower
(I think this is actually a buff, because blocks stay in the field better)
a newly clicked pilot wave now begins at the player, not the mouse
(this is just because it looks cool)
tech: many worlds, now only spawns 1 tech
(use to spawn a heal, ammo, research too)
ice-IX does 15% more damage
tech: WIMPs - an indestructible harmful particle slowly chases you
spawn 2-3 research at the end of each level
experimental mode : WIMPS chase you
beating the final boss looks a bit less like death and a bit more like winning
also there are some text directions on how to enter endless mode (press T after you win)
tech removed: 1-body problem
tech: metastability - 20% dup chance, but duplicated powers up eventually explode
nerfed tech: electric reactive armor 6% (was 7%) explosion damage reduction for every 10 energy you currently have
random tech spawn chance now scales with levels clear (zero chance after level 10)
(it used to scale with total tech acquired, but you probably will not even notice this change)
tech: crystallizer - mods produce ice-IX crystals when they die
tech pulse and tech slow light now work together for laser beam,
(I think it is pretty dangerous to try them together though)
perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields)
perfect diamagnetism can get bremsstrahlung now
standing wave harmonic field blocks now block large mobs more reliably
tech: triple point - blocking makes iceIX crystals
unlocked with: standing wave harmonic field or perfect diamagnetism
diffraction grating only gains 1 extra beam, but no longer gets a damage reduction
also the beam split is wider than before
needle move twice as fast (was 50, now is 100)
and they are 50% longer and 25% thinner
damage was improved about 20%
delay between each needle in a volley is slightly longer
thrown blocks can damage intangible mobs for a couple seconds after they are thrown
they are set to act like bullets for a few seconds after being thrown
all blocks do 50% more damage to mobs and 50% longer stun
blocks do more damage vs. shielded mobs (damage penalty is 40%, was 66%))
mass driver - damage increase set to 200% (up from 100%)
negative mass field can lift blocks twice as heavy as before with little movement reduction
tech: flywheel - when mobs die their body is spun and flung at nearby mobs
requires mass driver, no other mob death tech
experiment and junk tech: decomposers - mobs leave behind spawns when they die
new levelBoss - a cluster of larger spawns
while it's alive all mobs other leave behind spawns
added block collisions to most no collide mobs
(this should buff block throwing and pilot wave)
experiment and junk: panopticon - mobs can see you all the time
scrap bots now have a 33% chance to spawn for 10 seconds after killing a mob
(was 20% chance for 20 seconds)
tech: scrap refit - killing a mob resets your functional scrap bots back to 10 seconds of operation
several damage tech have reduced damage by about 10%
spores do 20% more damage, but last 1 second shorter
tech: automatic - always fire, but get 2.5x ammo
requires inertial frame
tech: drone repair - while drones are your active gun, drones respawn with a 50% chance to consume ammo
tech: 1-body problem - do 100% damage if there is only 1 active bullet
experiment mode and junk tech: random aiming
bug fix - sniper, shooter aiming might be improved (no more firing backwards)
or maybe I just made it worse, let me know
bug fix - Shift registers
working on rewriting the way backgrounds and foregrounds are drawn on each level (in progress)
bug fix - grower mob becoming immune to damage when shielded and growing bigger than shield
relay switch - toggles ON/OFF when you pick up a power up
tech: ice IX condenser - if ON make a couple Ice IX crystals every second
more bug fixes (pulse color, backwards induction giving too many tech)
mobs can now see through blocks
mobs spawns and level spawns have been adjusted to prevent getting zonked at the start of a level
shieldingBoss - doesn't attack, but shields all mobs every 2.5s
reworked how tetherBoss's constraint work
please, let me know if the tether boss is buggy on any of the levels
the chance for tether boss was removed from level: detours
tech: flip-flop - collisions do 25% more harm, but you become immune to harm for the next collision
mob effect: freeze - now only slows mobs down
all freeze effects are about 50% longer
junk tech: music - adds background music to n-gon
junk tech: performance - adds fps tracker to n-gon
tech: dormancy - if a mob has died in the last 5 seconds increase damage by 50% else decrease damage by 50%
tech: torpor - if a mob has died in the last 5 seconds reduce harm by 66% else increase harm by 33%
all mobs that move through walls and blocks now have a transparent fill
player and power ups float in hazards
tech: apomixis - after reaching 100% duplication spawn 4 level bosses
tech: quantum foam - +153% foam damage, fire 0.35s into the future
bullets are bigger, and easier to see
several new junk tech
unified field theory: now cycles fields after you click the field box when paused
tech: restitution - mobs killed by blocks spawn power ups
tech: inelastic collision - 60% harm reduction when holding a block
blocking uses 33% less energy
tech: stimulated emission removed
tech: Bayesian statistics renamed stimulated emission
tech: futures exchange gives 4.5% per cancel (up from 4%)
new level boss: follows you like the dynamo-bot, but is not friend
will not spawn if you have a dynamo-bot
(probably will be rebalanced in next patch)
damage immunity graphic is more obvious
difficulty mode no longer increases after killing final boss (it was too confusing)
tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
removed Galilean group
removed gun flechettes
removed critical bifrication
removed railroad ties
removed incendiary (for nail gun)
nail gun:
needle gun: accurate, piercing mobs, fire 3 at a time
rivet gun: accurate, ballistic arc, doesn't use much ammo
tech: bigger rivets (9x stack)
all nails
radioactive 2s tick (about 70% damage increase)
0.5s full tick
4s longer tick
critical hits -> explosion (from flechettes)
reroll renamed -> research
spore damage increased 25%
ice IX has it's damage buffed by 50%, and freeze effect lasts 2s (up from 1s)
ice IX is no longer a gun
but you can still get it for nano-scale field (and it's pretty strong)
tech: heavy water was removed
tech: correlated damage - duplication chance also gives % damage
(also added some minor nerfs to other duplication tech for balance)
updated in game console style and all messages to match real game commands
new names inline with lore, mod -> tech, game -> simulation
this is probably going to cause many minor bugs, so let me know what you find
new reroll display in power up selection
tech: rocket-propelled now works with all grenade tech
new level boss that fires 2 streams of small bullets that chase you
mod: add a CPT gun to your inventory that rewinds your history, reverts your health, position, velocity for 10 seconds
I expect that spamming rewind has some overpowered combos.
Let me know what you find, and your ideas on balance.