Commit Graph

391 Commits

Author SHA1 Message Date
landgreen
dd8fd925e0 you're a firework
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
2022-05-17 15:35:49 -07:00
landgreen
c65e163b6f bug fixes
bremsstrahlung does extra damage to shields

bug fixes
2022-05-10 15:29:22 -07:00
landgreen
5938e06148 cherenkov radiation
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
2022-05-10 05:44:43 -07:00
landgreen
127a074b33 rule 30
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
2022-05-08 06:39:19 -07:00
landgreen
d74e7b53fe electric armor
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
2022-05-06 06:30:22 -07:00
landgreen
f412e029f5 pressure vessel
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
2022-05-05 06:20:15 -07:00
landgreen
936741a4e7 time dilation rework
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
2022-05-01 05:56:08 -07:00
landgreen
d4490e7025 NaN bug fix
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
2022-04-18 18:47:42 -07:00
landgreen
2dc633d2da reactor reactions
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
2022-04-16 17:28:31 -07:00
landgreen
51f4489ae6 wiggle
nematodes now wiggle their tail.  it's horrible
tech: transdimensional spores renamed transdimensional worms
  spawns spores -> worms

missiles:
  20% more ammo
  no longer fire rapidly on crouch
    instead crouch gives missile initial forward velocity
    no crouch makes the missiles recoil back before they accelerate forward
  tech: launch system - fire missiles 500% more rapidly, gives 25% ammo
    doesn't work with cruse missile
  tech: ICBM - cruse missile is even bigger and slower

pavilion has been added back to the map rotation
  this will make the game end at 13 again, and feel harder
  let me know if it's absence resulted in less NaN game crashes

reactor sprayBoss is now harder to kill

bug fixes
2022-04-11 06:58:22 -07:00
landgreen
2a5a4781a9 2 more classic n-gon dates
added 2 more classic n-gon dates

plasma ball
  does 10% more damage
  moves 20% faster
  targets mob bullets better

standing wave has a 45/60->30/60 second cooldown after blocking a shielded mob
  but, standing wave now also triggers it's CD on shields that protect groups of mobs

JUNK tech: Mech v4.48 removed
JUNK tech: cosmogonic myth - opens a random classic version of n-gon in a new tab, after 5 minutes close the tab and spawn 1 of every tech

bug fixes
2022-04-09 14:17:55 -07:00
landgreen
62eb66a002 shape-memory alloy
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
2022-03-30 05:59:33 -07:00
landgreen
6b2b59a115 plasma ball
plasma ball
  much more damage
  new graphics
  fast decay in mob shields
  works with capacitor
  some bug fixes

paradigm shift: 4->10% chance to give research instead of tech
harpoon density: 0.006->0.005  (lower damage and knock back to mobs)
wormhole: 7->5% duplication chance
pilot wave uses less energy
2022-03-23 19:17:56 -07:00
landgreen
dde4432279 plasma ball
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...
2022-03-20 15:43:51 -07:00
landgreen
fc64d2daa4 autonomous navigation
tech: autonomous navigation - drones travel with you through levels and drones reset durability
tech: technical debt - increase damage by 300%, but reduce damage by 10% for each tech you have

molecular assembler now has a higher bullet spawn cap 200->300
  but it increases energy cost per spawn above around 150

fragments are about 15% fewer
thermal runaway is about 40% bigger and more damage
plasma torch: extruder uses less energy
pilot wave uses less energy

bug fixes
2022-03-12 05:48:52 -08:00
landgreen
d39e5c784d railgun buffs
JUNK tech - 🐱

railgun buffs
  600% -> 800% more ammo
  more dense (more damage)
  only targets mobs when pressing down
  does a bit of damage to nearby mobs after you fire
    extra damage to mob bullets

pneumatic hammer renamed caliber
  also applies to super balls
  5% less size increase per stack

pure science and unified field theory have a pause animation to show they are clickable

bug fixes
2022-03-09 20:53:38 -08:00
landgreen
4efc3d2d82 merged shotgun tech
railgun and foam have a bit more ammo
capacitor bank makes foam gun fire a stream of foam
tech shift registers is now always on
  (set ON/OFF to ON at the start of a new level)
tech from applied science doesn't count for various tech that convert tech into other things (pure science, many worlds)
grappling hook now shows hooks on the grapple

merged similar gun tech
  needle gun+needle shot
  rivet gun+shotgun slug
  shockwave+blast mines
  nematodes+worm-shot
  necrophoresis+necrophage
    the worm aspect now spawns 3 copies instead of just a lifespan reset
2022-03-06 19:00:27 -08:00
landgreen
50fbd618a6 bulk modulus
grapple goes 40% farther before it retracts automatically
grapple now works well with fire delay reduction
  or it's annoying, you decide!
smelting cost more ammo as you increase stacks

grappling hook tech: bulk modulus - immune to harm while grappling, but drain a bit of energy

particle collider renamed pure science - and it gives 1 research instead of energy when it fails: 4% chance
2022-02-28 05:36:58 -08:00
landgreen
05dbd63a50 grapple stuff
grappling hook - small quality of life improvements
  about 30% larger, and a new shape (does more damage as a result)
  continues past mobs after hitting them instead of retracting
  pulls faster even at close range
  sticks into walls more reliably
  returns to you when you let go of fire, even when stuck
  loses ammo less often
  drains energy as it pulls

JUNK tech: Mech v4.48 - open a portal to a primordial version of reality (an old scratch game I wrote)
JUNK tech: harvest - convert all the mobs on this level into ammo
pause menu stats are a bit different
2022-02-27 06:55:30 -08:00
landgreen
1ca00d3598 grappling hook
tech grappling hook - can attack to walls and pull you towards the walls
   harpoon extends farther as you hold down fire, but no longer has auto-steering

mobs do 4% less harm per difficulty level
railgun/harpoon auto-targeting is smarter at long distances with multiple small targets
  but it still has trouble with moving targets
booby trap only has a 100 -> 50% chance to drop a mine when picking up power ups
added fallback for browsers that don't allow local storage
2022-02-24 05:50:39 -08:00
landgreen
e73abc63ba smelting
filament renamed UHMWPE
unaaq renamed Bessemer process
toggling harpoon renamed induction furnace
half-wave rectifier renamed alternator
reticulum renamed smelting
  smelting costs 2 ammo packs per upgrade
  railgun works with smelting

JUNK tech: Higgs phase transition - spawn 3 tech, there is a chance to remove everything with a 5 minute halflife
2022-02-20 13:49:08 -08:00
landgreen
33fe8faff9 railgun
tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
  railgun has auto-targeting, like harpoon
    the aiming graphic is gone
  disables filament, reticulum, toggling
  unlocks capacitor bank

mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo

harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks

bugfixes
2022-02-19 13:21:33 -08:00
landgreen
e913fb3548 mineBoss
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
2022-02-15 19:07:01 -08:00
landgreen
8b3a4c0cb9 sprayBoss
new sprayBoss on reactor level
  shows up 50% of the time
  unbalanced right now, so give me feedback
2022-02-13 06:48:23 -08:00
landgreen
67a6ee29d1 railgun default harpoon
harpoon's crouch is now a harpoon sized railgun
tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts
toggling harpoon does 800 -> 600% more damage

perfect diamagnetism default field is a bit larger

bug fix with several periodic checks running off simulation time
  they now run on player time and will be active during time dilation
fixed a bug where lore wasn't working
2022-02-08 05:51:06 -08:00
landgreen
496cc83878 particle collider
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
2022-02-05 07:01:03 -08:00
landgreen
6a2ef59c7b bounceBoss balance and bug fixes
difficulty balance per level
  mob harm done is reduced about 2%
  player damage is increased about 2%

slasher mobs do 20% less damage
  this is because they killed me on my last run and I'm bitter
mantisBoss is invincible for a less time
Zeno's paradox removes 1/10 -> 1/12 health every 5 seconds

slow, stun, plasma, foam, neutron bomb effects now only slow mobs down to a minimum speed of about 2-4

bug fixes
  bounceBoss deals with slow effects in a less buggy way
  final boss didn't kill invincible mobs when it dies
2022-02-01 19:38:36 -08:00
landgreen
53392df55e tinker
JUNK tech: tinker - unlock JUNK tech in experiment mode
  this effect is stored for future visits on the same browser
several JUNK tech text have been cleaned up

your explosions do 8% more damage, but not more harm
grenade gun fires 5% faster
ruins/pavilion map is adjusted to be a bit easier to move around
crouching speeds up exit door animation

removed google analytics
bug fix with power ups and frozen time
bug fix with elevators and map collision
2022-01-22 07:39:05 -08:00
landgreen
728e33aaad removed several !m.isBodiesAsleep
this could cause some bugs for bullets or mobs when time is dilated
2022-01-18 18:59:26 -08:00
landgreen
4b8ecfce40 exit animation
exit door has a 1 second delay and animation

reservoir map now has a flipped horizontal chance
map ruins renamed -> pavilion

all the individual !m.isBodiesAsleep are replaced with ones in the main game loop
  this needs extensive bug testing?
    should behave similarly to testing mode, which doesn't have issues
  todo remove the checks from bullets and mobs, do this after update so it can be easy to revert

bug fixes
2022-01-18 18:12:04 -08:00
landgreen
694ff23f61 slashBoss
new boss: slashBoss - same as slash mob, but it's get invulnerability of course

if you have upgraded bots then random bot will that type
being inside slime reduces gravity by 50% through buoyancy
difficulty increase for mobs harm is 2% lower per level
boson composite no longer lets you pass through elevators and rotors

NAND gate damage 50 -> 55.5%
2022-01-16 08:22:31 -08:00
landgreen
514b72c76d reservoir
new map reservoir - still in development, but putting it out for feedback

tech: optical amplifier - get 3 random laser tech, but you can't turn off your laser until you run out of energy

slow light - lasers are slightly closer together at higher stacks of this tech
research power ups no longer log to the "in game console" to prevent spam
dynamo-bots give 6->7 more energy (upgraded 20->23)
some Boss invulnerability times are very slightly shorter
music tech now links to actual n-gon music
  https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn
2022-01-10 20:59:44 -08:00
landgreen
7d1b212c8a vanish platform
new training levels "stack", "mine", "grenades", "harpoon"

new map element vanish goes away after you touch it, returns in 3 seconds
bug fixes
2021-12-28 21:03:06 -08:00
landgreen
44ecb2437a super duper
tech: super duper - fire +0-2 extra super balls
  super balls no longer part of MIRV

bug fix for plasma extruder interaction with doors that collide with power ups
mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range
2021-12-26 05:53:59 -08:00
landgreen
40ad1ec4c4 community level run
new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
  try it out by enabling community levels in the settings

more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"

no power ups check box in experiment mode now disables all types of power ups, not just tech
  simulation.isNoPowerUps
powerUps can no longer move through doors
  this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones

fixed bug with undefined tech not showing up
2021-12-24 11:22:02 -08:00
landgreen
bf7a22f243 more training levels
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"

tech: Bose Einstein condensate is removed until I can balance it

bug fixes
2021-12-22 08:59:10 -08:00
landgreen
9dc5c8d456 training maps
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
2021-12-20 12:03:38 -08:00
landgreen
bd87000277 invulnerable
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
2021-12-14 18:22:08 -08:00
landgreen
498f867738 mantisBoss
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
2021-12-13 19:11:46 -08:00
landgreen
4137d719da only 3 bosses
several tech now have fewer requirements to unlock
some normal tech is now considered gun tech (mostly explosion stuff)
snakeBoss tails, stay attached to each other
"snakeBoss", "blockBoss", "powerupBoss" are now the only bosses for the random boss list

bug fixes
2021-12-08 20:48:18 -08:00
landgreen
92457703d5 grey intro
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
2021-12-04 15:18:32 -08:00
landgreen
66025c14e2 hammer + nail
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
2021-12-01 19:22:06 -08:00
landgreen
d68ca63695 Occam's razor
tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage

tech dormancy removed
tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen
tech: torpor - gives the opposite of it's previous effect
  if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10%

relativistic momentum - pushes blocks in addition to mobs
  not much benefit, but it's fun
supply chain:  still doubles ammo, but now also adds 5% JUNK (yay)
  it no longer has any tech requirements
inductive coupling: 600% -> 700% regen while crouched

JUNK tech: density - blocks are 100x times less dense

tech descriptions can change their text dynamically now
  only a few tech are using this option so far
2021-11-20 09:05:21 -08:00
landgreen
9e7e88c28d railgun -> harpoon tech
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
2021-11-14 08:21:28 -08:00
landgreen
50314c21e9 applied science
tech: applied science - gives a random gun tech and a research for each gun in your inventory

JUNK tech - motion sickness - disable camera smoothing
JUNK tech - palantír - see far away

foam-bot, nail-bot, missile-bot: are now affected by fire delay tech
  this gives some options for late game bot scaling

timelike now allows some energy regen while immune to harm in double time
Tokamak now overrides the trajectory throw graphics with its own
2021-11-11 06:28:28 -08:00
landgreen
95fcdb10b8 block throwing trajectory
block throwing and mines when crouched now have trajectory prediction, like grenades

all bot upgrades are about 20% better
Ψ(t) collapse gives 16->21 research
spores and drones have up to 20% shorter life span when the number of active bullets is high

1st ionization energy gives 7 -> 8 max energy per heal
permittivity renamed weak interaction
weak interaction gives 4 -> 5 max energy per unused power up
transceiver renamed electroweak interaction
fixed about 70 different requirement text situations
2021-11-07 21:09:29 -08:00
landgreen
d77dde462e planetesimals broadcast
tech: inductive coupling - regen is increased by 500%, but you only regen when crouched

tech gun turret gives 55% -> 60% harm reduction
  also I fixed a bug where it was giving 45% not 55%

old tech inductive coupling is renamed: permittivity
permittivity gives 3 -> 4 max energy per unused power up
1st ionization energy gives 6 -> 7 max energy per heal

tech expansion - no longer costs energy to expand standing wave field

JUNK tech planetesimals now can spawn tech in n-gon
  or kill the player in n-gon
2021-11-06 07:26:14 -07:00
landgreen
b5738e2480 grenade trajectory graphic
grenades display their trajectory, to help you aim
  I'm might get rid of it, but for now we'll try it out

several duplication tech give slightly lower duplication chance
strange attractor now properly includes all your tech in duplication chance (it wasn't updated for recent duplication tech)
2021-11-03 21:01:26 -07:00
landgreen
093e56dd12 retrocausality
time dilation tech: retrocausality - instead of pausing time your field rewinds time, including your health
  this tech replaces replaces CPT gun
  works well with tech: causality bots and grenades

wormhole
  activated on mouse up
  draw an outline of the wormhole to show if can work at your mouse location

adiabatic healing: adds 5% JUNK in addition to 100% better heals

several tech pool frequencies have been adjusted to roughly this rule:
  no requirements:  1x chance
  requirements: 2x chance
    (most gun and field tech)
  strict requirements: 3x chance or higher

bug fixes
2021-10-31 07:01:54 -07:00
landgreen
79e27978ec JUNK percents
JUNK tech: facsimile - copy current level and insert into level queue
JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics

tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options)
  the percent values may seem like more but I actually lowered the JUNK chance about 10%

meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research)
symbiosis: only gives 1 bonus tech (was 1 or 2)
blink boss rebalanced (it's easier, and has two modes)

bug fixes
2021-10-27 19:21:51 -07:00