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
new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple
snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
makes 100% more bullets
grows and shrinks smoothly near start and end of phase
does 20% more damage to player
historyBoss has a "fun" graphical effect
acetone peroxide has 50 -> 40% less explosion defense
bug fix: timeSkip graphic glitch
there is a chance to cause other bugs with timeSkip effects
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
tech: ricochet - nails bounce off mobs and hit other mobs with extra damage per ricochet
tech: dye laser - 20% efficiency and 20% damage
laser diode renamed infrared diode
40 -> 50% efficiency but you can't see the laser beam
laser-bots acquire new targets much faster
iridescence 88 -> 100% damage, a tiny bit harder to hit center of mobs
stacks up to 3 -> 9
dynamic equilibrium scales damage with defense
goes up to 9x stacks
neutronium 25 -> 20% slower movement
revolutionBoss laser swords are much slower and shorter
but they do more damage
field tech: patch - after cloaking recover 75% of last health lost using that much energy
taking damage now forces decloaking
field tech: dynamic equilibrium - increase damage by 5% the value of your last health loss
foam has less velocity after a mob it's stuck to dies
snakeBoss becomes vulnerable if you remove any of the first 3 body segments
body segments have more health
bug fix: quantum eraser now removes mobs in a more random order
it used to have a too low chance to remove bosses
tech: electric generator - deflecting mobs generates energy for molecular assembler
tech: homeostasis - for each health below 100 +0.8% defense
tech: compound lens - +77% laser lens damage, +10° lens arc
tech: robotics - 2 random bots, power up choices include a bot tech option
tech: open-source - 3 random bots, 4x bot tech frequency
renamed from previous robotics tech
slightly buffed all bot upgrades
+9% iceIX damage
catabolism uses energy instead of health if you have mass-energy
optical amplifier laser tech options include laser-bot
rule 90 and rule 30 looks better on more browsers, I hope
cloaking +damage occurs for 2 seconds after decloaking
need to cloak for 4 seconds to get the full 2 seconds of +damage
ambush 666% -> 555% damage
boson composite drains 25% more energy when you move through mobs
nail gun gets 20% more ammo
harpoons now properly do damage on the frame before they retract
smelting removes 10% more ammo to get another harpoon for railgun
grenade fireworks explosive petals are 25% closer together
finalBoss pushes away things between every phase
it's much smaller in black hole phase and very hard to hit
timeBoss, shooterBoss, orbitalBoss, laserTargetingBoss have "orbital armor"
orbitals have less health and move a bit slower
orbitalBoss is slower and has more health
blinkBoss does much less collision damage
laserTargetingBoss does 2.5x damage but it's laser is only on 1/2 the time
URL builds share what mode molecular assembler is on
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
molecular fabricator defaults to random type on game load
spores, missile, ice IX, drones
probably some bugs with this. I haven't really checked
renamed fleas -> siphonaptera
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: fleas - replace spores with little hoppers
frame-dragging - time dilation field stops time when you aren't moving or firing, +33% defense
the odds of finding this tech is low because I find it kinda annoying, but maybe you will like it
molecular assembler field energy meter is yellow
wormhole is lavender
perfect diamagnetism is blue
time dilation is green blue
pilot wave is black
new room in labs: hopBossMom
harpoon now auto targets by default, but disabled when crouched
pulse + neocognitron auto targeting also disabled when crouched
bug fixes
tech: iridescence - laser does 100% damage to mobs hit near their center
tech: lens - laser does extra damage if you fire through a lens that revolves around you
tech: arc length - increase the size of the lens
virtual particles costs 4->6 research for 11% duplication
quantum eraser has less duplication chance at higher difficulty modes
community map temple updates
bug fixes
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
rewrite of the tech,gun,field selection code
odds of new bugs is pretty high, but the code is shorter and faster, so easier to fix
path integral is no longer a JUNK tech
lets you choose from every option on next tech
emergence is stackable
+2 power up choices per stack
tech: integrated circuit - if ON +7 power up choices if OFF -1
update matter.js engine 0.17.1 -> 0.18.0
shouldn't change anything
big 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
boss orbitals and mineBoss mines are destroyed when you deflect them with your field
drones, spores and other bullets that target mobs, will not target invulnerable mobs
timeSKipBoss is a bit slower with a bit less time skipping
fixed color to better match level background colors
JUNK tech: path integral - your next tech choice has almost all possible choices
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
new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
reactor level has big doors
nonrefundable tech show up in the pause menu
time dilation field - move, jump, and fire 25% faster
JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
ideal gas law - lose all your current foam ammo; foam gun gets 1200% more ammo from ammo power ups
pressure vessel - has 25% more charges produced as you hold
slashBoss is a bit slower and has a bit longer between slashes
reactor SprayBoss: slower to fire, slower to move, smaller bullets, fewer in number
just a tiny nerf though
bug fixes
grenade now has 3 fireworks options, you can only have 1 at a time
flame test, fireworks, pyrotechnics
implosion has been removed
controlled explosion 3->4 research
base matter wave moves 20% faster
gun science renamed ordnance
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
plasma ball damage radius is 2x bigger
map collisions radius is unchanged
it no longer pops after hitting mobs
energy drain is 50% higher
JUNK tech: rule 30
generalist cycles guns with final boss phases
electric reactive armor renamed electric armor
reduce harm from explosions by 99%, drain 15 energy,
and greatly increase knock back
it does look like you can go through some thin walls,
but that's how it is in the real world, so not a bug
grenades have 40% more ammo
time dilation generates 12->18 energy/s
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
time dilation field rework
2x energy regen, but pausing time now uses much more energy
you are immune to harm while time is paused
but this stops energy regen
tech timelike is removed
eternalism gives 50% damage instead of ammo
also disables the pause button, and other pause effects
tech: polyurethane foam - super balls turn into foam after hitting a mob
supertemporal renamed autocannon
now gives +1 ball, and has a shorter delay between balls
harpoon and grapple no longer lose ammo when you run out of energy
they just trigger a 2 second fire CD
slashBoss doesn't slash as often at higher difficulty levels
field descriptions rewritten
bug fixes
tech: eternalism - tech,gun,field gives an ammo but, time doesn't pause while choosing
I might change the ammo to something else, not sure, maybe just damage
JUNK tech: panpsychism - awaken blocks, blocks can drop power ups
cache gives 14->16x ammo
1st ionization energy gives 8->10% max energy on heal
powerUpBossBaby immunity phase is a bit shorter
bug fixes
you can scroll through the tech and gun menus while selecting power ups
added another classic n-gon option in settings
tech: options exchange - canceling tech,gun,field has a 90% chance for a reroll
stabber mobs now stab 15% shorter distance, but they can stab more often
weak interaction gives 5->10 max energy per unused power up
bug fixes
new fan level temple by Scar1337 is now add to community maps!
you have to try it out!
standing wave buffs
standing wave deflecting, is more efficient for multiple blocks in a very short time (< 1s)
spherical harmonics no longer deactivates on contact with shielded mobs
expansion increases block efficiency by 25->40%
negative mass field
neutronium: move 33->25% slower
generalist now requires 2 guns to unlock
active cooling 18->20% fire speed increase per gun
arsenal 12->13% damage increase per gun
futures exchange 4.3->4.5% duplication on cancel
perimeter defense 7->6% harm reduction per bot
unified field theory no longer gets bonus rerolls, instead it triples the frequency of field tech
removed tensor field
meta-analysis gives 3->1 research after choosing JUNK
plasma ball moves faster 7->10
bug fixes
JUNK tech density removed
it was causing the NaN bug
reactor
you can skip the fight, by not pressing the button and exiting
sprayBoss spray mode is now triggered by health loss, it fires a bit slower
power ups now spawn high up, but some fall off the edges
bonus Bosses can now spawn on reactor
bug fixes
automonous navigation -> path integration
sends spores and worms and drones to the next level with you
MIRV gives 10->12% smaller radius and damage
laser tech slow light has 33% less spacing
tech exciton gives 70%->88% damage
discrete optimization: 40%->35% damage and fire delay
degenerate matter 60->66% harm reduction while field is active
virtual particles 15% duplication is now allowed for time dilation
railgun no longer uses extra ammo when firing multiple bullets with smelting
smelting now costs more ammo with railgun
plasma torch, ball, extruder all use 33% less energy, do 15% more damage
bremsstrahlung does 15% more damage
standing wave field gives 50 energy
it's cooldown for blocking shields in now 0.5->0.33 s
reactor
fight now starts when you press a button, so you can prep
spawns more ammo 4->7, heals 0->2
will no longer show up on levels 2,3,4
fewer bosses spawn at high difficulty levels
has a small chance to spawn all 3 boss types
sprayBoss is 25% slower, but it goes immune while spraying instead of shielding
community maps have a short message onload giving credit to the author
new level element balance - it's basically spinners and rotors combined
I'm replacing all rotors to fix potential BUGS
sewers, house, perplex, vats
requirement text bug fixes