tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off
buckling: 100%->50% chance to spawn a power up from any block that kills a mob
no longer requires the block to be thrown
mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker - all collide with blocks now
added a few more blocks to towers level
deprecated: 1.05->1.07 damage per removed tech
laserLayerBoss has 33% less health and has fewer lasers at higher difficulties
bugfix
disabled spawnDelay stopping on damage because it had too many negative tech interactions
metastability + paradigm shift no longer makes all ejected tech explode
you can now jump off mobs while invulnerable
includes time dilated
pause display text updated with details menus
difficulty parameters
0.82->0.84x damage done per level
1.25->1.23x damage taken per level
tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
mass-energy equivalence no longer costs 2 research
long power up spawns, like from interest or supply chain:
will pause new spawns until total power ups are below 300 to reduce lag
stop spawning if you take damage
bug fixes
newLevel - towers
please give feedback
boost level elements can now be pointed at any angle
paradigm shift costs 1 health, but cost increases after each use
ejecting with paradigm shift tech sets their frequency to zero, so they don't show up again
polyurethane foam - makes more foam from super balls
bubble fusion - now works with any shield, but only once per mob
so it triggers from the shieldingBoss
collider - has a higher chance to form tech vs. other power ups
removed all ON/OFF tech
I just don't think they are fun
JUNK tech - wall jump
fixed some bugs
player damage reduction adjustment: 0.9x -> 0.89x per level per difficulty mode (1,2,4,5)
on easy that's 0.28 -> 0.245 by level 12 (a 12% player damage nerf)
on why a 50% player damage nerf by level 12
adjusted text and math for the fire rate system to use the new "x" syntax
tech search is no longer case sensitive
Zectron 1.9->2x damage, -25% -> -5 energy
exothermic process -20% -> -5 energy
instant/unRemovable tech has a unique icon and no longer shows up in the tech list
marginal utility - no longer spawns ammo
heuristics - no longer spawn a gun, 1.2->1.3 fire rate
open-source - gives 1 extra bot option and 3x bot tech frequency
robotics - now just spawns 2 bots
induction brake - doesn't spawn heals, but lasts 15->17 seconds
accretion - doesn't spawn heals, but gets 3% duplication
mass production - doesn't spawn power ups, but gets 3% duplication
Ψ(t) collapse - doesn't spawn research, spawns 5 research from bosses
decoherence - doesn't spawn research, spawns 2 research from bosses
fine-structure constant - doesn't spawn coupling, spawn 9 coupling from bosses
Bayesian statistics - 1.03->1.05x damage, doesn't spawn research
Born rule code rewritten, but it should have a similar effect as before
triple point - 1.5->5 second freeze, but no coupling spawn
geodesics - no longer spawns ammo and guns, but gives 1.5x damage
ideal gas law - doesn't remove ammo, 12->6x foam ammo per ammo power up
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
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
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
community map ace by Richard0820
field tech: additive manufacturing - crouch while activating your field to print a throwable block
blocks 80% faster and 80% more dense/more damage
molecular assembler, pilot wave
inflation: 85->90% defense, 300->200% larger blocks
buckling: can spawn boosts or coupling in addition to heals, ammo, and research
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
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
community map downpour by DesBoot
community map buttonbutton by ||Destabilized E||
rounded borders on no-image mode selection cards
foam gun has some recoil
new superball gun image
bug fixes
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
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
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"
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
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"
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
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
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
JUNK tech: meteor shower - take a shower, but meteors instead of water
JUNK tech: discount - get 3 random JUNK tech for the price of 1!
bug fixes
I'll be off line until Saturday, so please don't submit any bug reports until I return
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
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...
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
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
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
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
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
intro screen is more grey
experiment button is larger and darker
tech: nanowires - needles tunnel through blocks and map, +20% damage
Occam's razor gives 40->50% damage for each removed tech
determinism no longer removes the cancel button
superdeterminism now removes the cancel button and research, but doesn't remove gun and field power ups
railgun damage is doubled
regression does more damage per hit: 5->6% vs. mobs and 0.5->1% vs. bosses
bug fixes
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
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)
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
new mob: slasher - it's basically a jedi
harpoon: +33% damage, +33% delay after firing
time dilation reverted 50% -> 0% collision harm reduction
time dilation can no longer get tech: symbiosis
nano-scale: can access tokamak and discrete optimization
cache: 11x -> 13x ammo
bug fixes
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
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
tech: MIRV - now effects grenades and super balls in addition to missiles
no change for super balls and missiles, but this is a new tech for grenades
undetonated mines are returned at the end of a level
removed tech: mine reclamation
mine gun has 30% less ammo
laser mines do 7% less damage
booby trap now comes with 53 JUNK (up from 33) but it's mines can be returned for ammo
removed ctx.clip() from metamaterial cloaking field for performance reasons
the graphics look a bit different now, maybe not as good, maybe it's just different
iceIX bullets last 50% less time, but do 50% more damage and have 25% more thrust
so it's more of a close range bullet
ice-shot has 2 fewer bullets
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
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