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
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
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
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
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
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
factory: rewrote the end
clock gating was removed because it's annoying
liquid cooling -> refrigerant - freezes mobs after losing at least 5% health
mass-energy gets more effect from defense (0.13 -> 0.19)
ternary 84 -> 77% damage
dark patterns 15 -> 17% damage and JUNK
Maxwell's demon 3% -> 1% energy loss above max
exciton 16 -> 14% chance to drop
10% increase in overall mob health
new images
bug fixes
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
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
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()
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
exit doors take a bit longer to open
it's nice to take a few seconds to relax between levels
please don't submit a bug report about this
plasma torch energy regen 6->10
perfect diamagnetism energy regen 6->5
a few more new images
tech: collider - after a mob dies smash power ups and change the flavor of one of them
powerUps.randomize(where)
if there is a tech,field,gun it will split into 4 small power ups
else if there are at least 4 small power ups they have a 1/4 chance to combine into a tech, field, gun
else a random small power up will change
tech: cordyceps - sporangium infect mobs, making them fight for you as zombies
tech: blast ball - mines fire super balls
tech: extended magazine - sentry fires 50% more shots
sentry works with foam, nails, or super balls
dark patterns - stacks to 9
38->15% damage, 53->15% JUNK
electronegativity - stacks to 9
0.12->0.1% damage per energy
bug fixes
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
finalBoss has a new phase: "boulders"
each phase has been rebalanced
boss health is a bit higher
mob mines are white now
pilot wave gets +1 choice for gun,field,tech
bug fixes:
finalBoss rework
(this is pretty raw, so expect a bug and balance patch soon)
finalBoss goes invulnerable a few times as it loses health
finalBoss damage reduction is higher
finalBoss damage reduction slowly decays as you do any damage to the boss
damage reduction resets to normal with each new invulnerability phase
after each invulnerability phase it randomly adds 1 more attack mode
lasers, black hole, mines, hoppers, seekers, mobs, orbiters, oscillation
mobs die below 0.05 -> 0.01 health
might cause bugs, but testing this out
guns and field power ups show 3 -> 2 options
bug fixes:
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
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"
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
elephant's toothpaste: mines make foam
sentry fires about 40% faster
but each shot slightly reduces the total duration
(duration = 17s - 1/10 s per shot)
foam can move through blocks a bit faster
laser reflection damage is increased
about 15% -> 8% damage loss per reflection
beetleBoss pushes player away and spawns baby flutter mobs
fire rate affects block throwing charge rate
snakeBoss is now dragonFlyBoss
snakeSpitBoss till exists, don't worry
flutter and beetle mobs changes
Noether violation has 50% less forward recoil for shotgun
siphonaptera makes shotgun fire fleas
colony 37% -> 50% more stuff in sporangium
foam bullets have a +7% slow effect
about +7% damage for some foam tech
laser diode 33% -> 40% less energy cost
free-electron laser 200% -> 225% damage
extra clicks in experiment and unified field theory pause now switches molecular fab types
bug fixes
mob stun graphics is more consistent and less like mob invincibility
tech: colony - sporangium discharge 38% more stuff, but it has a chance to discharge random bullet type
tech: annelids renamed -> K-selection - fleas and worms are bigger and do more damage
tech: anti-shear topology now applies to grenades, shotgun so basically everything that matters
no longer a "gun tech"
tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again
JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech
bug fixes
tech: quantum eraser - for each mob left alive after you exit a level
kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy
incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
all bosses spawn fewer numbers
spawning all 4 bosses spawns much fewer numbers
bug fixes
loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
shape-memory alloy now also increases 100% heal power ups when "ON"
smelting makes multiple harpoons that fire in a quick succession
instead of at different angles
costs 2 less ammo
harpoon tech filament gives +20% longer rope per ammo
ground state: 66->50% less passive energy generation
grenadier mobs have a much longer delay before they explode on death
level based lasers now damage mobs
but don't trick mobs into touching the laser, it's rude
bug fixes
nail gun tech: stress concentration - if a mob has below 50% durability after taking damage
from needles or rivets near the center of it's body it dies
caliber 16->25% nail, needle, rivet size/damage
combined tech: flagella - spores move +50% faster
spores follow you if they can't find a target
shock wave stun also applies to sporangium
no longer reduces explosion size
JUNK tech: reincarnation - kill all mobs and spawn new ones
(also spawn a few extra mobs for fun)
updated pause menu and fields descriptions to new wording style
bug fixes
tech: freezer burn - if a mob is frozen while below 33% health, it dies
tech: flash freeze - if a mob is above 66% health it's health is set to 66%
snakeBoss 1st tail mob is larger and farther from boss
parthenogenesis your duplication effects extend to duplicate mobs and bosses
WIMPs do 33% less harm (because they are hard to deal with on reactor)
MACHO 66->60% defense
axion 75%-> 100% of defense added to damage
full tech wording rewrite (I probably made a few typos)
increase damage by 10% -> +10% damage
20% fire delay reduction -> +20% fire rate
taking harm -> losing health
50% harm reduction -> +50% defense
new defense text effect
extra long minus sign - -> –
bug fixes
laser energy drain and damage now scale with fire delay effects
no change for pulse since it already has a fire delay
explosion harm to player no longer scales with explosion radius
explosion damage will treat all explosions the same as a basic grenade explosion
large radius explosions are much safer
acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions
CPT only triggers from damage above 1% per game cycle
so no trigger from slime hazards or black holes or mob auras
level: reactor has a horizontal flipped mode
regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken
JUNK tech: return - go back to the intro level, but keep your tech
bug fixes
tech: propagator - 67% damage, lose 1/2 second of time when a mob dies
timeSkipBoss is back, maybe it will not cause bugs this time
immune to harm unless player is inside horizon
player loses time when inside horizon
snake bosses are immune to harm until your remove their tail
mob shields are 30% stronger
time dilation: retrocausality automatically grabs power ups
eternalism 50->40% damage
paradigm shift 10->16% chance to get a research when ejecting tech
reaction inhibitor 11->13% mob health reduction
recycling 1->0.5% health for 5 seconds
up to 2.5% per mob kill at normal max health
bug fixes
grenade tech: flame test - grenades release a cluster of smaller explosions
grenade tech: pyrotechnics - grenades release a circle of smaller explosions
grenade tech: implosion - explosions pull things in, not out, +25% to grenade explosion damage and radius
chain reaction no longer requires vacuum bomb
bosses and mobs have much less knock back from explosions
invulnerable mobs have no knock back
alternator harpoon/grapple/railgun energy drain reduced by 100->60%
bots no longer unlock tech until you upgrade to a bot type
JUNK tech rule 30 is now sometimes rule 90 instead
disabled testing for why? mode
wave beam
amplitude 50->37% damage
propagation 50->37% damage
worms
annelids 10-120% -> about 37% damage
radiation
nuclear transmutation stacks 9x
gives 70->47% damage per stack
explosions
ammonium nitrate 27->24% damage and radius
tech: cherenkov radiation - bremsstrahlung damage is increased by 300% over 6 seconds
bremsstrahlung does 2->3 damage, and also applies to block collisions
tech: nuclear transmutation - radiation sources do 70% more damage and harm
enthalpy now drops heal power ups instead of directly healing you
foam-shot has 13->15 particles, is slower, and less spread
bug fixes
default foam gun fires a stream
tech: pressure vessel - in addition to the stream, foam gun builds up charges.
charges release after you stop firing
capacitor tech doubles pressure vessel effect
tech: syntactic foam - foam does 41% more damage per second
quantum foam removed
spore gun has 25% more ammo and fires 25% more often
spores and worms move 25% faster
nail gun has 5% more ammo
all versions of nail gun have a much higher fire rate
harpoon/grapple density reduced by 20%
this also lowers damage about 10%
harpoon/grapple properly follow conservation of momentum
(a small jerk when it retracts)
bug fixes
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
grappling hook - small quality of life improvements
about 30% larger, and a new shape (does more damage as a result)
continues past mobs after hitting them instead of retracting
pulls faster even at close range
sticks into walls more reliably
returns to you when you let go of fire, even when stuck
loses ammo less often
drains energy as it pulls
JUNK tech: Mech v4.48 - open a portal to a primordial version of reality (an old scratch game I wrote)
JUNK tech: harvest - convert all the mobs on this level into ammo
pause menu stats are a bit different
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
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
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
new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
try it out by enabling community levels in the settings
more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"
no power ups check box in experiment mode now disables all types of power ups, not just tech
simulation.isNoPowerUps
powerUps can no longer move through doors
this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones
fixed bug with undefined tech not showing up