Commit Graph

292 Commits

Author SHA1 Message Date
landgreen
13cc190211 blockBoss
blockBoss: new boss based on work by TheShwarma
  (3x chance to randomly see blockBoss until next patch)
  it's over powered, I'll probably nerf it next patch, but I want to get some feedback first on how to nerf it
  hint: if you kill the boss all the mobBlocks turn back into blocks

very very small blocks are slightly limited in how fast they can be thrown
  they were moving so fast they would miss their target sometimes

tech: energy conservation gives 5% energy back (was 6%)
tech: arsenal requires at least 3 guns in your inventory
tech: active cooling requires at least 2 guns in your inventory

several bug fixes
2021-08-31 05:54:37 -07:00
landgreen
1f471cf941 orbs
orbs replaces some power up text descriptions

player damage taken is increased by 1%
finalBoss ramps up the mob spawns more slowly, making lower damage high survival builds more effective on the finalBoss
5% laser damage increase
15% mine fire rate reduction

ctx.clip() is back for metamaterial cloaking field
  it wasn't the source of the lag, firefox is just slow on my work computer
tech: buckling was disallowed, but I fixed it so you can get the tech again
2021-08-27 06:01:57 -07:00
landgreen
a1f42479c0 mine buffs
20% damage for all mine modes
laser mines spin super fast when it first finds a target, and a bit faster overall
mine sentry lasts 17 seconds (2 more seconds)

desublimated ammunition comes with 7 JUNK tech
several foam tech do 5% less damage
shotgun has 1/9 less ammo
apomixis now requires 11 research
historyBoss takes 25% longer to reach it's minimum follow distance

bug fixes
2021-08-21 06:17:03 -07:00
landgreen
d8dd82c8a0 bug fixes 2021-08-19 06:12:05 -07:00
landgreen
03d97f75b2 Meissner effect
perfect diamagnetism can maintain after you deactivate the field with out tech: Lenz's law
  starting perfect diamagnetism is a bit smaller
tech: Meissner effect - makes perfect diamagnetism much bigger

plasma-bot removes plasma field
  plasma-bot uses much less energy and does a bit more damage
plasma jet requires 1 research, increases range 50% (was 30%)
tech microextruder does 30% more damage and uses 10% more energy
2021-08-16 06:05:37 -07:00
landgreen
37d31ffb76 shield blocking
relativistic momentum: laser pushes harder and slows mobs a bit to give a more predictable effect
laserBombingBoss targets faster at higher levels
you can now block shielded mobs, but your shield gets disabled for a bit

fixed bug that made perfect diamagnetism have trouble blocking too many things at once
and more small bug fixes, of course
2021-08-15 11:14:47 -07:00
landgreen
714204bd62 laserBombingBoss
new laserBombingBoss
  I didn't do any difficulty testing, so maybe let me know if it's too easy

laser and plasma bots will target mobs bullets
non updating health bar bug fix
2021-08-12 19:25:03 -07:00
landgreen
2e406c5264 orthocyclic winding
tech: brushless motor - drones rush more often and do 44% more damage
  requires torque bursts
tech: orthocyclic winding - irradiated drones are faster and do more damage
  requires irradiated drones

automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets

safari is super buggy, I'm guessing no one that reports bugs uses it.
  fixed scroll bar covering up pause right side text on safari and firefox
  fixed issue with ctx.setLineDash sometimes making the player dashed on safari

various other bug fixes
2021-08-11 20:40:17 -07:00
landgreen
72c3ef2d04 ambush
tech: ambush - cloaking damage effect is increase from 300% to 500%

several bug fixes
2021-08-10 06:38:54 -07:00
landgreen
387d30eff5 snakeSpitBoss
new boss snakeSpitBoss - it's just snake boss but it shoots little pink seekers

tech: cross disciplinary - get an extra gun or field option in tech menu
  now that you can scroll the selection menu can be longer

unified field theory - now gives 6 research, in addition to letting you switch fields when paused
cardinality renamed emergence - and gives some JUNK

bug fix where game crashes if you beat the boss
2021-08-08 06:05:24 -07:00
landgreen
c3b96f749e missile-bot
missile-bot tech now removes your missile gun, but missile bot fires much faster
  missile-bot now benefits from all missile tech

rail gun has a bit less ammo and fires a bit faster
  in between how it is was in the last two patches
rail gun gets less energy from half-wave rectifier
2021-08-07 06:42:48 -07:00
landgreen
aea9276cb2 Composite replaces World
Matter.World has been replaced with Matter.Composite
  matter.js deprecated World
  could cause problems merging your old code
    (replace World with Composite in your code)

tech: many worlds - now costs 1 research at the start of each level to activate
  a nerf, but also a buff because if you like a build you can freeze it by not getting research

mine gun has 25% less ammo and 33% more damage

railgun now gets 50% more ammo, but it fires slower
fixed rail gun ammo drain on misfire bug

fixed experiment gun display bug
2021-08-06 09:20:37 -07:00
landgreen
7e6fc208a9 endless experimental mode
"labs" is now in the normal map rotation
experimental mode is now endless  (no gauntlet, finalBoss, ...)
fixed a bug that was giving experimental mode full life at the start

perfect diamagnetism field has a 10% larger radius and arc
the 1/15 second cooldown after blocking with perfect diamagnetism no longer stops you from blocking
  it still disables field damage effects and player recoil after blocking  (for 1/15 of a second)

mass-energy now works with catabolism by removing max energy to make ammo
ergodicity - now reduces difficulty by 2 levels and prevent healing from heal power ups (was all healing)
Noether violation gives even more forward recoil
blinkBoss has more health, but it's much slower at easy difficulty
2021-08-01 06:33:53 -07:00
landgreen
030824ed5d seePlayerByHistory
blinkBoss - teleports after you, drops grenades after each teleport
sneaker (the stealthy black pentagons) - decloaks slower, moves slower, is smaller, has more health

some mobs can now sense you by "smelling" where you were
  they check for a clear line of sight with your last 10 seconds of history
  snakeBoss, blinkBoss, sneaker

extra bosses no longer spawn on final level
beating the final boss clears mobs that spawn after a mob dies, like powerUpBoss

phonon and isotropic radiator range reduced about 10%
2021-07-27 19:52:01 -07:00
landgreen
271791703f worm-shot, ice-shot, needle-shot, foam-shot
shotgun techs:
  (I haven't done enough testing so let me know if these different shotgun modes aren't balanced)
  worm shot
  ice-IX shot
  foam shot
  needle shot

foam lasts much longer on shielded mobs
  overall foam damage is reduced about 8%

attacks that drain energy don't work when the player is immune to harm
  slime, radiation fields, black holes
energy regen that consumes something (ammo, blocks, power ups) now works when immune to harm
  but passive energy regen is still stopped while you are immune to harm

pilot wave field can no longer hit intangible mobs with blocks
  it was too annoying that you can't use blocks to move around so I reverted it back
2021-07-25 05:53:27 -07:00
landgreen
a57639987a weak anthropic principle
tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death

almost all energy regen is disabled while immune to harm
  you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
  Pauli exclusion gives 1 s of harm immunity (was .75 s)
  CPT reversal requires 10% less energy (min energy is 60% to activate)
    CPT grenades gives many more bombs
    CPT bots gives many more bots

growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
sneaker mobs are a bit slower, and have much lower health
starter mobs are no longer aggressive

gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
2021-07-23 07:27:00 -07:00
landgreen
3f8517b27e buffBoss
buffBoss:  group of mobs that buff their group after they die
  this boss maybe unbalanced in some situations, let me know
  (get them all low on health before you start killing them)

complex spin-statistics gives 1.5/7 harm immunity (was 1/7)
  also tech frequency was halved

tech fermions is now on by default: thrown blocks can collide with intangible mobs
  pilot wave uses 5% more energy for balance
2021-07-22 06:11:22 -07:00
landgreen
34d295cf48 lore chapters: 3,4
2 more lore chapters (5 total now)
entering testing mode makes a sound now

reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations
  I hope this will increase build variety and also give more value to making good tech choices
countless bug fixes and wording fixes

mobs have a new trait mob[i].damageReduction
2021-07-21 07:01:46 -07:00
landgreen
d50cd540fa worms
spore tech - nematodes - replace spores with 1/2 as many worms that do 200% more damage
  worms are also a bit faster, last longer, have better reaction times
  a cool worm graphic, and a simple searching behavior if they haven't found a mob

mycelial fragmentation - makes 6 extra spores during growth phase (was 4)

historyBoss has less health, slower tracking, and more damage
2021-07-16 07:06:05 -07:00
landgreen
f590cfc99e isotropic radiator
"pressure wave" renamed "phonon"
  tech packet length removed
  most wave beam tech is now compatible with phonon

wave beam tech: isotropic radiator - phonon has shorter range but expands in every direction

drone tech: torque bursts - teleport towards targets and do 30% more collision damage

irradiated drones do 33% more damage, 33% less collisions damage
   5% more ammo, 30% less range, don't lose duration on collisions

pseudoscience only gets 3 free rerolls per tech
2021-07-15 06:14:56 -07:00
landgreen
95adf9fa06 shieldingBoss
shieldingBoss stops re-shielding after taking damage
  25% more health
  re-shielding Cooldown is 25% shorter

you can pick up ammo with laser again
  it was too annoying to switch guns

you have 1/2 second harm immunity after leaving a portal

lore conversations are better at recovering from speech API freezes
  (if the speech API doesn't work after 10 seconds it switches to pure text)
2021-07-12 15:40:43 -07:00
landgreen
b5dd456db0 field research tech
tech: Noether violation - shotgun and railgun recoil is increased and it's direction is reversed, +60% damage for shot/rail gun

each field now has a tech that uses research to give a simple bonus
  wormhole: virtual particles - 3 research for 19% duplication chance
  cloaking field, pilot wave: dynamical systems - 2 research for 35% damage
  standing wave harmonics, pilot wave: zero point energy - 2 research for 74% max energy
  perfect diamagnetism or negative mass field: tessellation - 50% harm reduction for 4 research cost
  time dilation field - Lorentz transformation now uses 4 research for a 50% speed increase  (was 40% for no research)
  plasma-bot - now also requires 1 research
  nano-scale already has several research deals

added a research to the intro level
Newton's 1st law reduces harm by up to 66% (was 60%) when moving at up to 30
Newton's 2nd law increases damage by up to 66% (was 43%) when moving at up to 30
  also they both have no requirements anymore
super ball tech supertemporal now fires with much less delay
  and it syncs with frame rate much cleaner
metamaterial cloaking
  now gets the damage buff after 3 seconds of no kills (was 4s)
  recloaks 1/2 second faster
  cloaked vision has a 10% larger radius
6 situational tech can now show up in situations where they are only "OK", but not "great" choices
2021-07-11 06:21:16 -07:00
landgreen
1668972156 gamma ray rename free-electron laser
"gamma-ray laser" renamed "free-electron laser" to make more scientific sense
  since gamma rays would go right through walls
laser diode now makes lasers blue
free-electron laser can no longer work with laser diode

pressure wave has a bit more damage
  crouch mode works different (much higher fire rate, low arc)

integrated armament gives 35% dmg (was 22%)
  but I fixed a bug where it gave an extra 33% ammo

mine gun gets 25% less ammo
all mines do 30% more damage

trying to make shotgun better at close range and worse at distance
  shotgun slug is much slower, but does 60% more damage
  nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage

finalBoss has 15% less health

to balance all the buffs
  ammo power ups give 15% less ammo
  damage done by mobs now scales up a bit faster each level
  damage done by you now scales down a bit faster each level
2021-07-09 19:09:17 -07:00
landgreen
9da29484a0 grenadier collision fix 2021-07-06 06:58:31 -07:00
landgreen
b0b8e09333 grenadier
new mobs - grenadier and grenadierBoss

tech drone repair has a 25% chance to use ammo, was 33%
2021-07-06 06:22:58 -07:00
landgreen
a2b56d1f7e abiogenesis
tech: abiogenesis - spawn a second level boss on each level, but costs 5 research or if you don't have the research add 49 JUNK tech to the pool
  note to level builders I rewrote the add duplicate boss code in all levels: spawn.secondaryBossChance(x,y)

foam tech: uncertainty principle - foam bullets change position randomly, increase foam damage by 66%

throwing blocks now charges faster with reduced fire cooldown
tech renormalization now has a 40% chance to refund a research  (was 37%)
performance- now precalculate player gradient fill
2021-06-30 06:40:37 -07:00
landgreen
f427f181a3 radioisotope generator
tech - radioisotope generator - drones have the effect of neutron bomb, but you get less ammo
bug fix - reduced tolerances now properly gives extra ammo
water shielding now protects you from all radioactivity, but only gives 75% protection
  (drones, neutron bomb, radioactive explosions, and even slime)

final boss has more durability in it's final phase
final boss no longers gets knocked around as much from explosions

level.warehouse predraw lighting for performance
bug fix on sewers where slime was doing too much harm
2021-06-27 12:40:26 -07:00
landgreen
88f595642f catabolism and inductive coupling update
catabolism - lowers your max health by 1 (was 3 harm) and gives 4 ammo
inductive coupling - gives max energy for leftover power ups (was max health)
  now requires mass-energy equivalence

switched to a newer copy, paste URL
  this seems to fix issues with failed text copy in the level builder if you hold mouse down for over 6 seconds
2021-06-19 07:23:26 -07:00
landgreen
cb2a8e4243 quenching
tech: quenching - if you're at full health heal power ups do harm but they also increase your max health

you can play with camera smoothing now in the console
  m.lookSmoothing = 0.07, //1 is instant/jerky,  0.01 is slow zoom, 0.07 is standard

more progress on level - labs
2021-06-18 13:20:02 -07:00
landgreen
f89b228226 labs 2/6 done
tech: chain reaction - blocks caught in explosions, explode
tech: shock wave reduces explosion damage by 30% (was 40%)

slime hazards now draw themselves in hazard.query()
I updated all the maps to remove hazard.draw()
    but maybe I missed one let me know if you find a buggy slime
laser hazards also draw themselves in hazard.opticalQuery()

2/6 rooms for new level.labs() are completed
2021-06-17 13:03:03 -07:00
landgreen
a285375e2b WIMPs for wormhole
tech: WIMPs now requires wormhole
  gives 3-9 research now (was 2-3)

tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower

bug fixes
2021-06-13 18:45:53 -07:00
landgreen
36d44c2569 balance
over all game difficulty scaling occurs faster
  your damage will feel lower, and you will take more harm,
  so you should probably play on a lower difficulty

tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
tech: inertial frame is removed
tech: automatic is now a junk tech

balance:
  dead reckoning gives 36% damage when at rest (was 30%)
  overcharge gives 10 more energy, but adds 10 junk tech
  1st ionization energy gives 6 energy per heal (was 5)
  dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
  torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
  Ψ(t) collapse spawns 3 more research, so it's at 15
  fragmentation gives 30% more nails for railgun
  ammonium nitrate +25% (was 20%)
  generalist gives 8 guns (was 6)
  arsenal gives 10% per gun (was 14%)
  rivet gun fires 25% faster, rivets are 15% larger
  shotgun slug is 33% bigger
  missile bot fires 10% more often
  tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
  beamSplitter has a 20% lower divergence
  nano manufacturing tech is all buffed 15%
  traversable geodesics gives 2 guns and ammo (was 1)
  mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
  zoospore vector has an 11% chance to spawn (was 9%)
  negentropy spawns a heal for every 33 missing health (was 50 health)
  exciton-lattice gives 60% damage
  thermocouple spawns 1-8 ice-IX (was 1-5)
  WIMPs spawn 2-6 research (was 2-3)
  quantum immortality reduces harm by 33% (was 23%)
  commodities exchange gives 10 power ups (was 8)
  super balls are 17% bigger (this means they do about 25% more damage)
  exothermic process increases damage by (was 45%)
  heat engine increases damage by 50% (was 40%)
  replication gives 10% duplication chance (was 8%)
  stimulated emission gives 22% duplication chance
  futures exchange gives 4.7% duplication chance per cancel  (was 4.3%)
  needles are 10% slower and do 15% more damage

bug fixes:
  reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
  hazards on horizontal flipped levels now correctly do damage
  ship mode aims properly after you die
    although it still doesn't reset
  experiment mode selections are highlighted better
2021-06-13 05:41:37 -07:00
landgreen
3560bf7365 inertial mass
historyBoss has a much smaller damage radius, but it does 2x more damage
  also history boss has updated graphics
  no the dotted lines on the player isn't a bug

inertial mass - negative mass field is larger and you accelerate faster
  also moves blocks horizontally while the field is active

junk tech - hide your health bar, spawn 30 health

bug fixes
2021-06-11 04:43:34 -07:00
landgreen
0ed604a74a tokamak
tech: tokamak - instead of throwing a block convert it into energy and a pulse explosion
  requires plasma

standing wave field no longer gives 25% harm reduction
standing wave field can now block through walls

bug fixes
2021-06-09 05:59:38 -07:00
landgreen
005436a177 level: tunnel
new community level: tunnel
by Scarlettt

drones will now pick up power ups that are in range even if they are locked onto a mob
  (if all mobs are gone they will lock onto and chase power ups)
2021-06-03 05:55:55 -07:00
landgreen
e83b84f1fb highrise
some changes to highrise level

boost bug fix
MACHO bug fix
2021-06-02 05:41:15 -07:00
landgreen
05420af818 horizontal flip
levels are now randomly flipped horizontally

removed spawn.boost( from n-gon
make boosts with these commands:
  const boost1 = level.boost(2550, 1500, 1700) //x,y, boost height
  const boost2 = level.boost(-3400, -2050, 3000)
  level.custom = () => {
      boost1.query();
      boost2.query();
also you don't have to draw the boosts any more, the query command does it for you
2021-06-01 05:56:15 -07:00
landgreen
d54ca92cf7 combinatorial optimization
"cloak" and "alternate reality" now have styled text

metamaterial field damage increased to 146% (was 121%)
tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds

fix bugs where some shared build URLs were crashing on some unusual tech, like lore tech and nonrefundable tech
junk tech: not a bug - crashes the game
2021-05-30 06:14:34 -07:00
landgreen
dc81f05947 n_gon level
NEW COMMUNITY LEVEL  n_gon   by Oranger

experimenting with some code the automatically positions blocks into the center of buttons
  let me know if anything acts oddly as a result

small adjustments to maps around buttons around platforms
some bug fixes
2021-05-28 20:30:43 -07:00
landgreen
8ab86fea09 elevator
cleaned up elevator physics, added ability to hold the elevator at one location
added elevator with a on/off button to level highrise (0.6 chance to show up)
2021-05-27 07:11:39 -07:00
landgreen
8727fee15e MACHO
tech: MACHO - an object follows you and gives you harm protection when you are inside it's halo

several nano-scale field tech now require some research, and have been buffed
  nano-scale mycelium, ice-IX, missile tech now consume 20% less energy to produce bullets
  nano-scale bot tech: spawn an extra bots

some bug fixes
2021-05-24 05:19:36 -07:00
landgreen
f6a0eb38ee inflation
tech: inflation - thrown blocks expand, and throwing charges faster
fermions applies to thrown blocks as well

junk tech: posture - stand tall
junk tech: rhythm - you oscillate up and down

shieldingBoss no longer shields other bosses
mine damage is about 25% better
final boss leave a body
several minor bug fixes
2021-05-19 06:08:09 -07:00
landgreen
14dfc4a145 restitution doesn't work with pilot wave
pilot wave energy is back to it's old energy settings
tech: restitution - now only triggers power ups from blocks thrown by the player
  (this makes pilot wave and naturally falling blocks not spawn power ups. flywheel will work if a block was thrown in the last 3 seconds)

standing wave harmonic has reduced blocking recoil
2021-05-16 06:36:23 -07:00
landgreen
feeba5156c pilot wave adjustments
pilot is back to it's previous speed, and spawning at mouse
pilot wave uses 50% less energy when you are low on energy, but it uses more energy then normal when you have more energy
pilot wave tech
  lost: time crystals, Lorentz transformation, annihilation
  gained: degenerate matter - 60% harm reduction while field is active
tech: potential well - blocks in pilot wave drift into the center of the field with a much higher force
  this lets you hold larger blocks and flick them much faster
2021-05-15 07:01:22 -07:00
landgreen
39c9b08b2e WIMPs
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
2021-05-13 18:32:20 -07:00
landgreen
0019143124 metastability
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
2021-05-10 06:20:19 -07:00
landgreen
ce169ba860 crystallizer
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)
2021-05-08 07:35:25 -07:00
landgreen
455f41540a non-unitary
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
2021-05-06 05:50:50 -07:00
landgreen
bfa1fe808c nonRefundable
some bot related tech is no longer nonRefundable
nonRefundable tech is now hidden in experiment mode
2021-04-29 06:07:29 -07:00
landgreen
e619a2d57b pulse charge
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
2021-04-27 05:10:36 -07:00