new level substructure
featured element - motion triggered lasers
futures exchange 5->6% duplication per cancel
plasma torch coupling 0.015->0.025x damage per coupling
Gibbs free energy 1.005->1.006x damage per missing energy
compound lens arc adds 25->30 degrees
instability 2->2.5x damage when damage taken is 1x
constraint: after 30->40 seconds spawn WIMPs
constraint: 0.1->0.3x damage after getting power ups
renamed holographic principle -> charmed baryons
updates to community map: downpour
updated lasers in labs and testChamber to the new more realistic laser
bugs
returning to the old console.log system from last patch
I rather read bugs in the browser console not the n-gon console
bots properly follow player when level flips vertically
community map: arena's sword is properly removed at end of level
rewrote shaped charge to be better at protecting you from all explosions
pause correctly lists both mobs types for the level
for quasiparticles "boost" replaces ammo in more edge cases
bug with removing surfactant setting b.activeGun false and crashing game with checking active gun
not sure if this is fixed or not?
tech: Halbach array - throwing a block will also throw other nearby blocks
tech non-renewables now spawns ammo, but ammo can't be picked up
grenade tech that cause multiple explosions have less knock back for mobs
constraint: 0->0.5x healing
wormhole 7->8% duplication
many worlds takes a few frames between each tech given
bug fixes
harpoon ammo gain on autonomous defense fixed
constraints are properly randomized again
subway
2 new subway stations
more visible button graphics on subway
new constraints
no health bars
no pause while choosing
tech: coherence - past choices are added to all future tech
requires decoherence
research and cancel buttons have a sticky scroll positioning
eternalism: you can't pause while choosing, but you can otherwise pause now
1.25->1.3 damage
bugs
MIRV missiles now interact with time dilation properly
tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
for pilot wave only
polariton - boosts also give 0.3x damage taken
constraints
removed
full damage taken after boss dies
wording is too unclear
new
0.5x energy regen from all sources
balanced
slow bots
bots have roughly 15% reduction in damage in addition to a slow follow speed
mob death heals mobs
has 1000->700 range and 1->0.33 healing
periodically spawn WIMPs
has a 30s delay and a 15->6s spawn rate
50->40% JUNK chance
heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
autonomous defense harpoon now scale from Bessemer process
but at half the rate since there are 6 harpoons
Bessemer process and rail gun scale at 0.1->0.07
bugs
crash with training level "heal" and power ups
set difficulty mode level 2 for training
difficulty
difficulty level 6 adds flat damage and damage taken
bonus tech no longer spawns on level 2 and 3 on difficulty level 6
at the end of subway you get 1 tech, but not on difficulty level 6
difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
-1 choice
2x ammo costs
duplication is set to zero
50% max energy
50% max health
bots follow slow
full damage taken after boss dies
0.1x damage after a power up
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
damage boost has a unique gel/hair aura for each skin
damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
they no longer teleport to the exit, sorry
Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
preventing an endless toggle
bug fixes
fleas no longer die early after hitting a high health target only once
something with super ball density calculations for tech rebound
grabbing a big block can make grappling hook go flying
added 3 potential fixes, but the bug is too rare know if it's fixed
JUNK: wikipedia - After you get a new tech you have 7 seconds to study before a quiz, 4 research if you aces the quiz.
this code for this works 80% of the time every time
renamed propagator->Verlet integration it's now a skin tech
1.6->3x damage
slightly increased the time skip amount
on some skins the feet will hang lower while player is in the air
on some skins the upper legs are skinnier
mouse over on orbs for tech, field, and gun has a tooltip with text
added keyword CSS style for "bot"
added an aura around powerUpBoss so you can kinda see it inside walls
quenching just gives max health from over healing instead of damaging you first
depolarization does 0.5->0.4x damage when on cooldown
many-worlds spawns a tech and also 3 coupling at the start of each new level
dynamic equilibrium does 1.15x more damage and only stacks to 9->3
orbital bots collide with a 1.2x larger range
Zectron no longer drains energy when balls hit you, but the balls still stop
supply chain just gives a gun and a flat 10 ammo
polyurethane foam will only trigger up to 55 total foam per harpoon
to prevent a huge number of foam bubbles causing lag
no cap for super balls for now
fixed bug with planned obsolescence + instant tech
fixed bug with ice crystal nucleation
applied science gives each gunTech with a short delay
this helps with sorting and maybe other rare bugs
fixed bug with delivery drones and path integration
you can no longer deflect snakeBoss, but it moves a bit slower
replaced tech, field, and gun text with orbs
orbs length scale with px->em
cleaned up simulation variables text in pause menu
some minor tech description changes
total tech count no longer includes instant tech or removed tech
tech: planned obsolescence - at the start of each level eject your oldest tech and gain 1.1 damage
heuristics 1.3 -> between 1 and 1.5 fire rate
combinatorial optimization 1.35->1.4 damage
difficulty reduction per level
0.85->0.87x damage done
1.23->1.22 damage taken
new community levels: (you can enable community maps in the settings)
rings by thatLittleFrog
flappyGon by Digin
trial by Cirryn and Tarantula Hawk
arena level updated by Whyisthisnotavalable
difficulty scaling: 0.84->0.85x player damage per level
research spawn per level is no longer in the difficulty settings
instead players get 1 research for only the first few levels
cell boss has less health at high difficulty
converted JUNK tech to additive, instead of the multiplicative
makes the first JUNK you take do the same, but if you take too much you can get to 100%
right aligned some text in tech descriptions
added some circles to the in-game console messages
renamed slow light -> delayed-choice - a single 0.4 second delayed 0.7x damage laser beam
also now works with reflection
plasma torch field gets 1.5x damage by default
molecular assembler coupling 0.8->0.6 energy per second
nail-bot upgrade 5->4x fire rate
foam-bot upgrade 3->2.5x size and fire rate
sound-bot upgrade 2.5->2x fire rate, damage, 1->2x wave packet length
boom-bot upgrade reduced range, bot acceleration
orbital-bot upgrade 1.5->2x radius
perimeter defense 0.95->0.96x damage taken per bot
network effect 1.05->1.04x damage per bot
tech: working mass - cleaned up physics and logic a bit
negative feedback scales with health below maxHealth, not health below 100
1.007->1.006x damage per missing health
homeostasis scales with missing health, not health below 100
limit of 0.2x at 0 health
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
difficulty rework
difficulty adjusted through a power up on the initial level
difficulty parameters are more precisely explained
JUNK tech: difficulty - spawns a difficulty power up (only works before level 6)
bots no longer benefit from increased fireRate
shields have a chance spawn on almost all mobs (but not stealth mobs)
level exit door animation is 33% faster
power ups have fewer sides. It might improve game performance, but I can't tell the difference.
1.15x base wave bullets damage (bots, particles, and phonon)
metamaterial absorber 25->30% chance to get power ups from mobs left alive
apomixis is now a JUNK tech, and it requires duplication > 99%
pilot wave field 2->3 extra choices
plasma torch slows mobs more, and don't push mobs back as much
fixed bug where plasma torch didn't get tech degenerate matter
laserLayerBoss and layerLayer do 33% less damage
mines aren't triggered by invulnerable mobs
bug fixes
tech: anyon - 2x energy after duplicating a power up, +6% duplication chance
tech: Abelian group - 4x damage while invulnerable
tech: fermion - become invulnerable for 5 seconds after a mob dies
tech: entropic gravity - crouching pulls MACHO towards the player, and 1.5x to all MACHO effects (damage, damage reduction, AoE damage)
tech: modified Newtonian dynamics - +20 speed for all Newtonian law tech
choice, MACHO, invulnerable, speed - have text keyword CSS style
removed chance to find a random tech in early levels from mobs
this reduces tech per full game by about 2
tower level has a few changes
options exchange only works once per level, but it gives 3x choices after randomizing
dark star has a 1.2->1.3x MACHO radius
autocannon fires 1->2 extra super balls, but balls have higher gravity
grappling hook field starts with 0.6x damage reduction
super balls + uncertainty principle makes all balls start in the same spot and only separate after teleporting
ablative drones spawns 50% more drones on collision
von Neumann probe gives 40% more drones per block mass
also added text clarification that it uses 5 energy
tech lens rotates 50% faster
ghoster mobs are more aggressive once they have lost 20% health
sneakBoss doesn't start accelerating until it is partly uncloaked, but it spawns sneaker mobs after cloaking
fixed bug with 2 different boost power up sizes
paradigm shift doesn't do damage while player is invulnerable
random internet JUNK images disabled because some of the images are bad
entanglement bug fix, maybe
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
text rework
most numbers converted from "+50%" to "1.5x"
renamed defense -> damage taken
adjusted about 20 tech to round down or up their values to less decimals
for a few I added research cost or JUNK chance to balance rounding
new community map soft by Richard0820
tech: peer review - gain +damage each time you research
self-assembly scales with health not health percent
matter.js engine reverted back to 0.18 (to fix an issue with time dilation)
new tech are sorted to the top of the tech list
pause menu tech list matches the tech list in game
JUNK tech icons are properly displayed in pause
Sort interface works with enter key
bug fix: you can no longer pause or enter testing in experiment selection on text input
pressing P in power up selection menu brings up the pause menu
so you can see your tech and stats
blocks stuck in vertical portals have a bit of randomness added to their velocity to help them escape
JUNK tech chance is a raw percent chance to display a random JUNK
it was previously a specific JUNK tech directly added to the pool
this might cause bugs
JUNK tech: beforeunload - asks if you want to cancel if you exit game, if you cancel gain 25% damage, but there is a 25% chance to exit anyways
JUNK tech: what the block? - trying to throw a block, throws you instead
reinforcement learning converted into a JUNK tech
JUNK DNA - scale damage by 100->200% of JUNK pool tech percent
dark patterns 33->22% JUNK
replication 33->22% JUNK
overcharge 66->88 max energy
residual dipolar coupling 6->8 coupling per cancel
futures exchange 4.7->5% duplication per cancel
hyperpolarization reduces polarization time by 1->1.25 seconds
reel +75->100 energy
updated physics engine to matter.js 0.19 (from 0.18)
laserLayerBoss - sends lasers to player's location
snakes bosses - after you kill a tail piece the rest of the tails lose 5% life
this makes targeting any part of the tail a viable strategy
accretion disk - 5% damage for every power up on this level
requires accretion
unified field theory has buttons to cycle field forwards or backwards when paused
iceIX range and damage increased 15%
electric tech in labs level is finally nerfed
drains energy, but doesn't do damage
pushes player away
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...
tech: hyperpolarization - reduce the CD on depolarization by 1 second
metamaterial absorber 22->25% chance to get power up for mobs not killed
symbiosis -0.5 -> 0.25 max health after killing a mob
dazzler -15->10 energy after decloaking and stunning mobs
Hilbert space 142->300% damage
fixed bug with 1000x more frequent enthalpy
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
after beating the final boss the difficulty settings automatically opens
quenching - double the damage and double the max health given
aligned the effects more consistently with defense and difficulty based heal reduction
prevented possible death by quenching
fixed super balls bug
electronegativity: +26->23% damage
gun cancel button doesn't show up on the initial level if you haven't done the training yet and you didn't choose a gun
after exiting initial level players are prompted to start the training levels
only if they haven't done the training and they didn't pick up a gun, and a few other conditions
community training levels only are added when community maps setting is on and player clicks on training
if you die after clearing fewer than 4 levels the difficulty settings automatically opens
improved text formatting on updates
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
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
grappling hook is now a field (work in progress)
reworked physics to allow faster speeds, but more control
improved rate of power up grabbing
more player control to hook retraction rate
changed hook shape and field image graphics
grappling hook field coupling, more tech, bug fixes, and general polish to be added soon
aerostat - 88->100% damage in air 22-> 25% damage on ground
foam damage reduced 10%, ammo increased about 10%
after hitting an invulnerable mob (drones,spores,worms,iceIX,fleas) don't die or lose cycles
added JUNK tech: mobs! - summon 20 random mobs
added announcement of mob names in console at start of new level
bug fixes
after falling off most open maps you don't take damage
you fall down into the level again above the entrance
disabled smooth camera tracking for
portals
falling off map
added a once every 7 seconds check to see if the player is suck inside the map
if stuck you teleport to the level entrance
catches about 90% of the ways to get stuck from falling too fast
this might causing problems after more testing, not sure
bug fixes
new mob type: hopMother - hoppers that drop eggs that explode on contact and after several seconds they hatch into baby hoppers
regular hopper mobs have more life and more damage
a few bug fixes
missile Bot: +10% bigger explosions, +10% damage, +7% fire rate
plasma Bot: +40% damage, and drains 2% less energy
1st ionization energy: 8->11 energy per heal
mass-energy: defense reduction factor 0.13->0.33
neutron bomb: +25% damage
non-renewables: 78->88% damage
junk DNA: applies to all damage, not just spores
pseudoscience: adds (1-4)->(1-3) JUNK to tech pool per free research
futures exchange: 4.1->4.3 duplication per cancel
default skin has slightly more narrow legs
added ammo to gun descriptions
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
subway
start in an empty station
station exits are blocked by a gate that opens when you press a button
level exit spawns after you clear 4 stations
added 2 new stations (7 possible stations)
laser-bots lasers wiggle as it aims at the target
this is a nerf to iridescence and it looks cool
bug fixes
new community level cantilever
extended tech sorting to experiment
acetone peroxide does 40->33% more explosion harm to player
fleas can do up to 30% more damage before they despawn
JUNK tech: flatland - draw line of sight
credit to Cornbread for line of sight algorithm
a preview of future line of site content
try it out in console: tech.giveTech("flatland")
new images
bug fixes
new community map!! underpass by Richard0820
duplicated power ups aren't circles
metastability makes power ups triangles instead of circles
3->4 seconds of half life before exploding
only metastability duplicated power ups have the lighting graphic
mob's that fall off the map now die instead of just being removed
so they can still spawn power ups
you can pick up power ups from slightly farther away (450)
but less far away when not facing the power up (100)
accretion has less lag at high amounts of heal power ups following you
several other 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 community level - superNgonBros by DesBoot
tech: induction brake - after using a heal slow nearby mobs for 15 seconds
tech: null hypothesis - +9 damage, spawn several research after removing
reworked: strange attractor - +7% damage, +10% duplication after removing
bremsstrahlung does 50% more damage
time crystals 200 -> 150% passive energy regen
it also tells you how much energy regen you will get
aperture (-50 to +150) -> (-10 to +110) damage
diaphragm (-33 to +100) -> (+8 to +80) defense
tungsten carbide 200 -> 222 health
CPT symmetry 30 -> 20 energy per second of rewind
quenching gives more max health, but also does more damage per over heal
final boss has 50% faster armor decay
so it takes even more damage the longer you fight it
a few more images
some bug fixes
retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
no longer provides immunity for 1 second after exiting rewind
spawns 20% fewer bots
deflecting changes
shielded mobs take 50% more energy to deflect
deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
also you can't passively regen energy while shield is disabled
standing wave rework
coupling gives iceIX -> max energy
expansion gives deflection efficiency -> +50 max energy
spherical harmonics gives 40 -> 50% deflection efficiency
electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
also 0.15 -> 0.22% damage per energy
dynamic equilibrium is no longer unlocked by standing wave
tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction
added a generic system to add code that loops for a set time
Example code:
simulation.ephemera.push({
name: "uniqueName",
count: 60, //cycles before it self removes
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
//run code here
},
})
some bug fixes
also new bugs probably
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
field tech: accretion - health power ups follow you around and they travel with you to the to next level
spawn 6 heal power ups
negative mass, plasma torch
foam gun tech cavitation - more knock back, and 25% to make a foam bullet extra large and fast
foam-bots now discharge a few bullets in a stream with a long reload time
laser-bot +5% energy drain, -5% damage
nail-bot +10% fire rate
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
mob damage difficulty setting is lower
recycling now flashes green when it heals
merged cancel and research bars for single column selection
added some dark grey borders for no images selection mode
new images with midJourney V5
spores, pilot wave, standing wave
bug fixes
community map clock by Cornbread 2100
health bar is now green
added a damage bar
(I'll probably add a setting to disable this next patch)
wave gun has -15% ammo
tech phonon has +25% ammo, and +10% damage
JUNK tech stubs can now wall climb
base wave gun rework
damage per hit 1.55 -> 0.33, -15% range, +20% ammo
no pause between wave packets
wave bullets can hit about once every 10 game cycles (1/6 of a second)
time between hits is reduced by fire rate
wave tech frequency has -25% damage no longer reduces fire rate
+10% phonon damage and ammo
JUNK tech: universal healthcare - your damage heals mobs
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()