why mode is now 20% easier, but still 25% harder than hard mode
easy:1, normal:2, hard:4, why:6->5
new community map unchartedCave by 3xionDev!
Newtons 1st law 66->88% defense when moving fast
Newtons 2nd law 66->88% damage when moving fast
CIWS energy 20->18 per shot
rupture disables reel and tokamak
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
new community map - LaunchSite by Des Boot
added a short color animation after grabbing basic power ups
reduced overall damage done to player by ~6%
commodities exchange spawns 5-10 -> 6-12 power ups on cancel
residual dipolar coupling spawns 5 -> 6 coupling power ups
bots maintain relative position to player after the no camera tracking teleport
for portals and falling off level
the once every 7 seconds stuck check now also check to see if you stay stuck for 3 seconds before resetting you.
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
on later levels spawn 2 bosses, but 1 power up each
starts at simulation.difficulty > 23 //on hard mode level 6, level 12 on easy, level 4 on why?
makes combat harder, but also means that you will always get at least 2 drops per level
you used to have a chance to only get 1 near the end of the game
I'm guessing this will lead to about 3 more total tech by the final boss
abiogenesis - removed
parthenogenesis - doesn't duplicate bosses anymore, +8% duplication
community map ace by Richard0820
field tech: additive manufacturing - crouch while activating your field to print a throwable block
blocks 80% faster and 80% more dense/more damage
molecular assembler, pilot wave
inflation: 85->90% defense, 300->200% larger blocks
buckling: can spawn boosts or coupling in addition to heals, ammo, and research
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
pause menu can sort tech by keywords
tech: mechatronics - randomly add +(7 to 13)% damage
a few new images
bug fixes
cherenkov radiation damage bug fixed it does much more damage and matches the description
level: subway
replaces gauntlet just before the final boss
gauntlet moved to community map pool
subway todo:
add a few more stations
balance difficulty
find bugs
surface plasmons does 50% more damage
elasticity renamed nitinol because I bought some nitinol wire and it's neat
entanglement power up no longer shows guns or fields you already have
disabled minimal HUD for training levels
reaction inhibitor 12->11% mob max health reduction
spawn.bodyRect() now can add blocks mid level without any extra code
I think I found all the bugs this causes, but let me know if any blocks added mid game aren't colliding
community map - clock update:
visual overhaul,live lighting, remove pendulum overlap, move with pendulum if you stand in it, debris, trap exit only opens after completing the fight, moving elements now freeze while using time dilation
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
factory: rewrote the end
clock gating was removed because it's annoying
liquid cooling -> refrigerant - freezes mobs after losing at least 5% health
mass-energy gets more effect from defense (0.13 -> 0.19)
ternary 84 -> 77% damage
dark patterns 15 -> 17% damage and JUNK
Maxwell's demon 3% -> 1% energy loss above max
exciton 16 -> 14% chance to drop
10% increase in overall mob health
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()
tech: rebound - super balls speed up and reset duration after they hit a mob
Zectron does 100->66% damage and it drains 25% of current energy instead of health
mantisBoss is back
level element: mover - rectangular map element that pushes horizontally
it's in a possible room for labs
new community level - staircase by ryanbear
tech: aerostat - +88% damage off the ground, but -22% damage on the ground
negative mass field required
tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
and some new images
cloaking field has a new graphic for sneak attack on the cross hairs
new community map yingYang by Richard0820
bug fixes
tech: elasticity - skin, does "crouch landings" a tiny bit more
jump and move faster, +15% defense
(replaces squirrel cage rotor)
tech: diaphragm - skin, defense cycles between -33% and +100%
requires aperture
tungsten carbide 150->200 maximum health
but now does "crouch landings" a more
Zectron damage 80->100% and it does a bit less harm to player
flip-flop, relay switch are no longer skins
pause brings up the most recent in game console message
in game console no longer fades out it just instantly goes on and off
bug fixes
some tech come with a skin - but only 1 at a time
tech aperture - skin, damage cycles between -25% and +125%
tungsten carbide - skin, +100->150 max health
mass-energy equivalence - skin, gets a bit more benefit from defense
CPT symmetry - skin, costs a bit less energy
flip-flop, and relay switch and a few JUNK tech are also skins
some new images
bug fixes
exit doors take a bit longer to open
it's nice to take a few seconds to relax between levels
please don't submit a bug report about this
plasma torch energy regen 6->10
perfect diamagnetism energy regen 6->5
a few more new images
tech: collider - after a mob dies smash power ups and change the flavor of one of them
powerUps.randomize(where)
if there is a tech,field,gun it will split into 4 small power ups
else if there are at least 4 small power ups they have a 1/4 chance to combine into a tech, field, gun
else a random small power up will change