rail gun mod: capacitor bank - no charge time, but smaller bullets
stunned mobs now still display health bar
when you hit a mob hard with a block they get stunned
blocks do about 15% less collision damage
stuns lasts longer for larger and faster blocks
zoom now only works in testing mode with keys: i / o
minigun is now nailgun (higher damage, lower ammo)
mod: pneumatic actuator - nail gun's ramp up time is 50% shorter
mod: powder-actuated - removes ramp up time and increases nail speed
removed mod depleted uranium
mod: super size - larger super balls
bubble fusion drops 2-3 power ups (down from 3)
perturbation theory: damage is 5% (down from 6%) per reroll
but the mod will not show up until you have 4 rerolls stockpiled
sporeangium grow faster when stuck to a mob
mod: liquid cooling - freeze all mobs for 6 seconds after receiving harm
mod: perimeter defense - gain 6% harm reduction for each bot
mod: bot fabrication - anytime you have 3 rerolls, convert them into a random bot
mod: Ψ(x) collapse - 33% haste, if you have no rerolls
mod: mine synthesis - drop a mine after picking up a power up
damage immunity after a collisions is reduced from 1/2s to 1/4s
freezing status effects only last 1/4 as long on boss mobs
mod - shotgun 66% increased fire rate and recoil
mod - slowly heal when below 25% health
mod - superdeterminism spawn 4 mods, but rerolls, fields, and guns no longer spawn
added mods to spawn a gun, a field, and rerolls
added mod that gives max health for leftover power ups
this mod has some interesting interactions with other mods
mod annihilation now uses 20% of base energy and doesn't trigger damage immunity
mod Hawking radiation removed
mod negative temperature: freezed mobs in range of negative mass field, but drain energy
mod: logistics
ammo power ups are added to your current gun
spawn 4 ammo immediately
new mod - heal: gives heals
new mod - ammo: gives ammo
mod mass-energy equivalence no longer benefits from harm reduction effects,
but it also takes 25% less damage than before
mod - timelike world line gives 2x faster speed and harm immunity when time dilation is active
mod - Lorentz transformation improves move jump and fire speed even when time dilation isn't active
(the same as 1 rank of squirrel cage rotor and auto-loading heuristics)
above level 20 boss power ups only drop on even levels
removed mod ablative mines (was buggy, and too similar to ablative drones)
flechettes get stuck in walls
flechettes do no damage to mobs on hit
flechettes do more damage over time, and have more ammo
mod - flechettes pierce mobs
mod - mutualism: each spore does 2x damage but they borrow 1% life from player
harmonic field now has no cooldown after blocking
negative mass field accelerates slower, but with a higher top speed
negative mass field harm reduction is now 60% and always on
mod degenerate matter increases the damage reduction from 60% to 80%
falling damage and damage from blocks have been removed
(I'm trying it out, let me know if you want it back)
mod - many worlds: 100% chance on choosing a power up to spawn a reroll if you have no rerolls
mod - microstates: +7% damage for every 10 active bullets
(requires mod: Lorentzian topology)
mod - laser diode: laser, pulse, and laser-bots use 37% less energy
25% increase in difficulty scaling (level 10 should now have the difficulty of level 12)
effects: player damage, mod damage, mob acceleration, mob reaction time, mob cooldown time
anthropic principle - now consumes 1 rerolls, and heals player to 50% health instead of letting them die
many worlds - 66% chance for rerolls
quantum immortality - also gives 3 rerolls
mod drones - Brushless Motor: drones move faster
mod drones - redundant systems: removed
choices in power up selection should no longer repeat the previous choices when possible
sporangium gun now sticks to things, takes longer to germinate, ammo and fire rate are increased.
plasma field does 50% more damage, pushes 20% harder, but has 20% less range