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
wave beam bullets now end after hitting mobs
bullets do more damage, and reduce mob velocity a bit
more ammo, more fire delay
most wave beam tech has been buffed a bit also
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)
more wave beam balance
backward induction costs 2 research now, also it is fixed (it would sometimes give an extra tech or the wrong tech)
powerupBoss now gives research and ammo when it hits you, not 2 heals (it still ejects one of your tech also)
tech: non-unitary operator - taking damage randomizes your run, reduce difficulty by 2 levels
harm immunity effects now apply to explosion self damage
tech: CPT grenades no longer harm you
tech: least action - wavelets are slower and do more damage
tech: amplitude - wavelets are taller and do more damage
tech: wavelength - wavelets are longer and do more damage
community level crossfire has been nerfed a bit
**wave beam rework**
removed tech: wave packet (this is now the default mode of wave beam)
tech: imaginary number - 50% more damage, but the wave is a single strand
tech: bound state - wave bullets reflect backwards 2 times
now stacks 9 times and works with phase velocity
tech: jabbering - wave beam fires another packet if you hold fire
also increases wave damage by 25%
pulse laser now charges up with energy before you fire, but it fires 3 overlapping explosions
please give feedback on balance (too strong, too weak?)
tech shockwave: now applies to all explosions
foam gun now gets 20% less ammo
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
more bug fixes (many worlds, disintegrated armament)
tech: backward induction - gain all the tech options you didn't choose from your previous tech selection menu
bug fixes
strong anthropic principle does 0.03599% more damage
spores can stick to rotating blocks now
probably fixed the new wormhole field while targeting a block -> crouch lock bug
ceramic needles now correctly bypass shields
needles fire 3 at a time with a short delay and no spread
tech: planned obsolescence - 3x drone ammo, 1/3 drone nano-scale energy cost, but 53% reduced drone life span
tech: electrostatic induction - foam bullets are attracted to nearby mobs
portals on perplex map, now remove blocks that fall in
new community map! coliseum by iNoobBoi
a few more tech can be refunded properly
nonRefundable tech don't show up in the list of tech you have
meta-analysis - if you choose a junk tech you instead get a random tech and spawn 2 research
micro-extruder should have 50% less lag
new community level testChamber2! by Oranger on n-gon discord
(be sure to enable community levels in settings)
new mob: pulsar - aims at player and does damage in an circle
(set to 3x chance to show up until the next patch)
several tech that were nonrefundable now can be removed and refunded
added several bug fixes
tech: robotics - 3x frequency of bot tech, spawn a random bot
tech: statistical ensemble - 10000% increased frequency of recursive tech you already have
non-refundable tech can no longer display as "off" in the experiment menu when you click it a second time
these tech can't be removed with out resetting
please don't submit bug reports about this...
added more junk tech
some tech now has 2x,3x,4x frequency of showing up
(most tech is at 1x, a few are at 2x if they have a rare requirement to unlock)
reworked junk and lore tech systems
(might be some new bugs)
tech that used to just summon a power up now also increases tech frequency
removed the 4 perpetual techs
maybe fixed immune boss bug on detours level
tech: flip-flip - does nothing, except toggle on collisions
tech: NOR gate - when flip-flip is ON take 0 harm from collisions
tech: NAND gate - when flip-flip is ON do 55.5% damage
tech: transistor - when flip-flop is ON regen 22 energy/s, when OFF drain 3.1 energy /s
tech: shift registers - set flip-flop to ON with a new level
possible bug fixes for the crouch lock bug
tech: NAND gate - at the start of a level set flip-flop to "on"
tech: NOR gate - do 50% more damage when the flip-flop is in the "off" state
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 orbitals can now be destroyed, but it takes a very large amount of damage
laser-bot upgrade: gives 75% damage, range, and energy efficiency (was 400% damage, but they ran out of energy too fast)
boom-bots are now smart about not hurting the player with explosions while doing the most damage
tech: strong anthropic principle - after anthropic principle prevents your death do 137.03599 extra damage for the rest of the level
many worlds renamed to ansatz
new tech many-worlds: at the start of each new level switch realities
removed tech: electroactive polymers - convert bots to the same type on weapon swap
all bot upgrades convert current bots to the upgraded type
only one bot upgrade allowed
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%
ship mode can be found in the experimental menu
some mobs now have orbitals at random
new level boss: orbitalBoss
most late game bot tech has been buffed
tech: get 2 random bots, also when you switch guns cycle all bots to the same type
added 2 new testing keys: J = clear mobs, H = infinity health
added junk tech: ship (it's hard to control, but you get better with practice)
m.shipMode() in console
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
tech change: commodities exchange 6 -> 8 power ups on cancel
tech change: MIRV - doesn't reduce the missile size as much, has a better missile spread, and a very short fire delay
tech: replication - gain 8% duplication, but add in 10 junk tech to the pool
added several new junk tech (18 possible junk tech now)
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)