card images and text scale based on browser width for smaller screens
tech Zectron - super ball can damage you, but they do more damage to mobs
superBall bullets are converted to run off generic b.superBall()
sneakers - after taking damage if sneakers are low on life they teleport to a random point from the player's history and they sneak attack again
sneakBoss - a large sneaker that can hide several times before it dies
bug fixes
card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
and it will not even try to download an image above 500KB
and it will try a different random image if it's first attempt is too big
(gotta protect our friends with slow internet)
finalBoss
mine mode comes in waves
orbiters mode comes in waves, and they spawn at a radius that intersects the player
several on new level tech effects now also run on each new final Boss phase
gun stuff, many worlds, negative entropy heal spawns
perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
added images to tech, field, gun cards (enable this in settings)
in progress - not all images are generated yet
images are generated by me using midJourney plus significant post processing
random research power ups are 20% more common per level
global difficulty balance: player takes a bit less damage
mutualism: 0.5->1 borrowed health for 250->300% more spore damage
harpoon can still fire when out of energy, but slower
harpoon fire cooldown no longer triggers when the harpoon returns
it's just a flat 2/3 of a second after you Fire
improved fire rate now allows you to fire many harpoons at once until you run out of energy
default harpoon rope is a bit longer
several bug fixes and undocumented changes I forgot to list
tech: junk DNA - +53% spore/worm/flea damage per JUNK tech you have, +50% JUNK added to tech pool
tech: pigeonhole principle - +31% damage for each gun you have, while a chosen gun is active
chosen gun cycles each level
syncs well with generalist
heuristics 30->25% fire rate, and now spawns a gun
arsenal gives 13->22% damage per gun, but no longer counts your current gun
active cooling gives 18->28% fire rate per gun, but no longer counts your current gun
supply chain adds 4% JUNK
dead reckoning 36->50% damage
alternator harpoon 60->80% energy cost reduction
quickly releasing the fire button retracts harpoon early
JUNK tech - circular symmetry - ship gets 200% damage, ship only faces forward but you can rotate the universe
several bug fixes
coupling for molecular assembler 5->8 energy per second
but also fixed a bug where coupling was giving 10x regen
when you die store a copy of all your tech
they will show up at your location in the future as a power up
this is probably buggy
CPT triggers at above 100 energy instead of above 68 energy
causality bots makes a few less bots
several tech with dynamic effects show the value of the effect in their description
mass-energy is compatible with more tech
defense works with mass-energy, but is exponentially reduced (~10%)
damage taken scales with difficulty based heal reduction
1.3x dmg level 5 hard, 2x dmg level 13 why
ergodicity: 91->66% damage, no heals -> 1/2 size heals
negative feedback 0.5% -> 1% damage per missing health
negative entropy spawn heals for 33% missing health not 33 flat missing health
this means it caps at 3 health per level
tech - iceIX freeze effect lasts 2 seconds longer, spawn 10 coupling
perfect diamagnetism, standing wave
research is less common
path integral comes with 5% JUNK
there are fewer starting power ups on why difficulty
bug fixes:
fixed the text overflow issue on small screens
decoherence: if you get a tech that is banished it stops being banished
you can now have negative research
tech: virtual particles - mobs have a chance to spawn coupling power ups
old tech virtual particles renamed vacuum fluctuation
tech: exciton - mobs have a chance to spawn a boost
boosts are a power up that increases your damage for 10 seconds
old tech exciton renamed non-renewables
laser tech: quasiparticles - replace all ammo with boosts
added +20px to grid elements to prevent text spillover
bug fixes
new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple
snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
field tech: patch - after cloaking recover 75% of last health lost using that much energy
taking damage now forces decloaking
field tech: dynamic equilibrium - increase damage by 5% the value of your last health loss
foam has less velocity after a mob it's stuck to dies
snakeBoss becomes vulnerable if you remove any of the first 3 body segments
body segments have more health
bug fix: quantum eraser now removes mobs in a more random order
it used to have a too low chance to remove bosses
tech: quantum eraser - for each mob left alive after you exit a level
kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy
incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
all bosses spawn fewer numbers
spawning all 4 bosses spawns much fewer numbers
bug fixes
loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
tech: freezer burn - if a mob is frozen while below 33% health, it dies
tech: flash freeze - if a mob is above 66% health it's health is set to 66%
snakeBoss 1st tail mob is larger and farther from boss
parthenogenesis your duplication effects extend to duplicate mobs and bosses
WIMPs do 33% less harm (because they are hard to deal with on reactor)
MACHO 66->60% defense
axion 75%-> 100% of defense added to damage
full tech wording rewrite (I probably made a few typos)
increase damage by 10% -> +10% damage
20% fire delay reduction -> +20% fire rate
taking harm -> losing health
50% harm reduction -> +50% defense
new defense text effect
extra long minus sign - -> –
bug fixes
you can scroll through the tech and gun menus while selecting power ups
added another classic n-gon option in settings
tech: options exchange - canceling tech,gun,field has a 90% chance for a reroll
stabber mobs now stab 15% shorter distance, but they can stab more often
weak interaction gives 5->10 max energy per unused power up
bug fixes
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...
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
revolutionBoss is immune to damage at 1/4,1/2,3/4 health until it's laser spins around one revolution
thermocouple produces 1-9 -> 4-13 ice nine bullet
thermocouple is on by default until next patch
decoherence rewrite with flags instead of a banish array, to fix bugs
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
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
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
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
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
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
after you die your canvas sticks around at 10% opacity
add a mouse over underline effect to hint that names are links
molecular assembler: all 3 manufacturing tech cost 3 -> 1 research
tech: toggling harpoon - after picking up a power up with the harpoon, your next harpoon is 7x more dense
this probably needs to be balanced in the next patch
tech: regularization - use 6 research to increase renormalization by 10%
(renormalization is 40% chance to get research when you use research)
tech: bot fabrication uses 2 research to build a bot (+1 cost every 5 bots)
tech: uncertainty principle now applies to wave beam in addition to foam
tech: integrated armament gives 19.95% damage (was 23%)
level: labs - platforming rooms have been simplified
start with 7/7 undefined tech if you choose an -experiment- and no other tech
all explosions do 33% more damage to mobs
and 75% more damage to player
boom bot explosions are 16% smaller
laser-bot does 15% more damage
missile bot fires 15% quicker
tech: phase velocity also adds 15% wave damage (because it disables phonon is was a bad choice)
many duplication tech add less duplication
Maxwell's demon now requires current energy above your max to unlock
power ups in the intro tube get pushed around a bit, this might stop them from sliding on the walls
mines when they are stuck to walls no longer collide with blocks (to not block elevator)
more bug fixes
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
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
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
shotgun balance
ice-shot: less spread, higher damage, more crystals
needle-shot: more needles, higher damage, less spread
foam-shot: 1 more bubble
power up selection and pause menu elements scroll individually now
it looks great on my computer, but different operating systems and browsers are unpredictable
let me know if text is hidden or if it doesn't scroll for you and what OS and browser you're on
"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
to prevent misclicks when you grab two power ups in a row there is a 1/2 second delay before power up selections can register
I also added in a 0.25 fade in effect on the power up selection menu. Can you tell?
tech: pseudoscience - adds 0-4 JUNK to the potential tech pool (was 1-5 JUNK)
tech quenching - now increases max health and does harm for over healing from heal power ups
(was for heals at max health)
foam tech necrophoresis now makes less foam spawns if the total number of bullets is high
to help with lag when killing packs of mobs
preparation for more lore chapters
reworked the lore conversation code to make it easier to write
also lore conversations should now have better timing between the text and voice
lore conversations can now recover from some speech errors and try again with safer settings
this seems to allow speech on my firefox browser
added a console command to make it easier to quickly unlock testing mode
lore.unlockTesting()
pressing "b" in testing mode now gives you 10000 research and the damage from research tech
"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
"block" is now styled text
blocking with a shield is now called deflecting
added 100% block damage buffs to flywheel and inelastic collision
restitution now spawns 2 power ups (up from 1)
about 75 edits to tech requirement text
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
perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields)
perfect diamagnetism can get bremsstrahlung now
standing wave harmonic field blocks now block large mobs more reliably
tech: triple point - blocking makes iceIX crystals
unlocked with: standing wave harmonic field or perfect diamagnetism
tech: 1-body problem - do 100% damage if there is only 1 active bullet
experiment mode and junk tech: random aiming
bug fix - sniper, shooter aiming might be improved (no more firing backwards)
or maybe I just made it worse, let me know
bug fix - Shift registers
working on rewriting the way backgrounds and foregrounds are drawn on each level (in progress)
bug fixes
strong anthropic principle does 0.03599% more damage
spores can stick to rotating blocks now
probably fixed the new wormhole field while targeting a block -> crouch lock bug
ceramic needles now correctly bypass shields
needles fire 3 at a time with a short delay and no spread
tech: planned obsolescence - 3x drone ammo, 1/3 drone nano-scale energy cost, but 53% reduced drone life span
tech: robotics - 3x frequency of bot tech, spawn a random bot
tech: statistical ensemble - 10000% increased frequency of recursive tech you already have
non-refundable tech can no longer display as "off" in the experiment menu when you click it a second time
these tech can't be removed with out resetting
please don't submit bug reports about this...
added more junk tech
tech: flip-flip - does nothing, except toggle on collisions
tech: NOR gate - when flip-flip is ON take 0 harm from collisions
tech: NAND gate - when flip-flip is ON do 55.5% damage
tech: transistor - when flip-flop is ON regen 22 energy/s, when OFF drain 3.1 energy /s
tech: shift registers - set flip-flop to ON with a new level
mob effect: freeze - now only slows mobs down
all freeze effects are about 50% longer
junk tech: music - adds background music to n-gon
junk tech: performance - adds fps tracker to n-gon
tech: dormancy - if a mob has died in the last 5 seconds increase damage by 50% else decrease damage by 50%
tech: torpor - if a mob has died in the last 5 seconds reduce harm by 66% else increase harm by 33%
ship mode can be found in the experimental menu
some mobs now have orbitals at random
new level boss: orbitalBoss
most late game bot tech has been buffed
tech: get 2 random bots, also when you switch guns cycle all bots to the same type
tech change: commodities exchange 6 -> 8 power ups on cancel
tech change: MIRV - doesn't reduce the missile size as much, has a better missile spread, and a very short fire delay
tech: replication - gain 8% duplication, but add in 10 junk tech to the pool
added several new junk tech (18 possible junk tech now)
blocking uses 33% less energy
tech: stimulated emission removed
tech: Bayesian statistics renamed stimulated emission
tech: futures exchange gives 4.5% per cancel (up from 4%)
new level boss: follows you like the dynamo-bot, but is not friend
will not spawn if you have a dynamo-bot
(probably will be rebalanced in next patch)
tech cloning requires > 25% dup chance, and is now only 2x (was 3x) your dup chance for a second boss
playing with the 4 community levels now removes 4 random levels from the level list
tech: dark patterns - reduce combat difficulty by 1 level and add 16 junk tech to the potential tech pool