Commit Graph

154 Commits

Author SHA1 Message Date
landgreen
4f87444541 factory
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
2023-05-07 09:30:07 -07:00
landgreen
e6e505809d underpass
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
2023-04-30 09:31:13 -07:00
landgreen
0b728fb02c minimal HUD
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
2023-04-26 19:36:33 -07:00
landgreen
1b23dec950 super n-gon bros
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
2023-04-16 18:04:54 -07:00
landgreen
07af7a7d5c moving code to my other computer 2023-04-08 15:54:01 -07:00
landgreen
1752453c1d favicon
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
2023-03-31 07:32:38 -07:00
landgreen
c6144515cd accretion
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
2023-03-26 19:52:07 -07:00
landgreen
e2bf9aae66 borders for no image selection menu
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
2023-03-22 18:03:05 -07:00
landgreen
be109bbb91 green health bar
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
2023-03-12 17:23:51 -07:00
landgreen
eecf763d82 n-gon 2023-03-11 13:49:58 -08:00
landgreen
9bcf4d3e8c defense HUD
added defense bar to HUD
new community map commandeer by Desboot

bug fixes
2023-03-11 13:47:41 -08:00
landgreen
f8b4b6fde5 aerostat
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
2023-02-13 19:48:49 -08:00
landgreen
9402cf2fe0 elasticity
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
2023-02-07 15:41:42 -08:00
landgreen
c9f355b225 skins
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
2023-02-04 06:54:08 -08:00
landgreen
6472d6d99a level: lock
new level: lock
  it's a work in progress
  I'm looking for feedback:
    anything confusing?
    combat too hard/easy?
      it will probably feel hard because you don't know the map yet

images are now hidden by default for new players
time dilation 18->15 energy/s

bug fixes:
  extended CSS media rules and power up selection code to entanglement
2023-01-23 20:01:26 -08:00
landgreen
43f3cfbae5 RPG + rocket jump
tech: RPG - gains the rocket jumping effects from electric armor

eternalism no longer makes tech options have 50% opacity when choosing

some new images for cloaking tech
and some images were made brighter

bug fixes
  safari media rules css fixed
2023-01-14 19:58:59 -08:00
landgreen
9206d47f40 repeater
tech: repeater - shotgun gets another shot, and a longer fire delay
  shotgun cross hairs show when fire is on cooldown

keys 1,2,3,4,5,6,7,8,9,0,-,= switch to a gun in your inventory
Nerfed blinkBoss health and speed
sneaker mobs are immune to harm for one cycles after vanishing
experiment button new style
new images for energy, bots

bug fixes
2023-01-08 09:14:58 -08:00
landgreen
802cd90220 sentry tech
tech: cordyceps - sporangium infect mobs, making them fight for you as zombies

tech: blast ball - mines fire super balls
tech: extended magazine - sentry fires 50% more shots
  sentry works with foam, nails, or super balls

dark patterns - stacks to 9
  38->15% damage, 53->15% JUNK
electronegativity - stacks to 9
  0.12->0.1% damage per energy

bug fixes
2023-01-01 09:55:17 -08:00
landgreen
feb8824bc7 not a full patch, just syncing between my 2 computers 2022-12-28 12:35:03 -08:00
landgreen
8b9511f975 card adjustments
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
2022-12-19 10:54:09 -08:00
landgreen
16834e95be added images
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
2022-12-17 09:58:33 -08:00
landgreen
de6d910aca pigeonhole principle
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
2022-10-23 19:07:07 -07:00
landgreen
3a9cc28b76 entanglement
entanglement - your death leaves a power up for next run
  renamed entanglement
  also stores your gun and field
  improved graphics for incompatible tech
2022-10-19 21:14:11 -07:00
landgreen
2e476b46fe technology
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
2022-10-17 20:07:43 -07:00
landgreen
d996c4f2a2 placebo
finalBoss has a bit less health

laser lens has a glow effect
slow light has 11->7 unique beams
  slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
          20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy

JUNK tech: placebo -  +777% damage +777% defense

bug fixes
2022-10-15 08:16:01 -07:00
landgreen
c162f1074e finalBoss rework
finalBoss rework
  (this is pretty raw, so expect a bug and balance patch soon)
  finalBoss goes invulnerable a few times as it loses health
  finalBoss damage reduction is higher
    finalBoss damage reduction slowly decays as you do any damage to the boss
      damage reduction resets to normal with each new invulnerability phase
  after each invulnerability phase it randomly adds 1 more attack mode
      lasers, black hole, mines, hoppers, seekers, mobs, orbiters, oscillation

mobs die below 0.05 -> 0.01 health
  might cause bugs, but testing this out

guns and field power ups show 3 -> 2 options

bug fixes:
2022-10-05 09:33:08 -07:00
landgreen
d7c01ef92c mass-energy rework
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
2022-09-26 08:42:34 -07:00
landgreen
e4ebef0bc3 new lore chapters
ghoster mobs are faster
teatherBoss spawns some seekerBullets on death
added 2 more lore chapters
  7 total

bug fixes
  updated requirements text
2022-09-18 15:03:01 -07:00
landgreen
8f702cfa4e wave
matter wave renamed wave
  tech: frequency - wave has unlimited ammo, but -50% wave firerate
  tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
    effect cooldown grows +5s with each chained resonance
  uncertainty principle works with phonon wave
  phase velocity works with all other wave tech, 40->35% damage
  boundstate reduces wave range by 25->15%

non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage

a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
  it grew mass and damage at an exponential rate before
  now it's closer to the +30% damage description
2022-09-11 07:10:14 -07:00
landgreen
9e613a281e biohazard map
new level biohazard by INOOBBOI AND THESHWARMA
  enable community maps in settings

some coupling tech spawns power ups instead of directly giving coupling
fine-structure constant gives 60 coupling power ups, lose 0.5 coupling after mob collision
tech: decoupling: when ON: +5.00 coupling  OFF: spawn a WIMP
  (probably adds coupling drift bugs)

JUNK tech - boost - spawn a large number of boost power ups

several bug fixes
  mob - flutter is no longer treated as a boss
2022-09-04 10:47:57 -07:00
landgreen
cc1bbeb53b shotgun rivets
some shotgun ammo tech upgrades will continue to fire some original recipe shotgun bullets
  rivets, fleas, worms, iceIX
tech: band gap - boosts give more damage but it lasts for 1 less second

WIMPs are 10% faster
controlled explosion renamed shaped charge

bug fixes
  construction mode works better with my buttons
  to unlock run this and press T to enter testing mode
  simulation.enableConstructMode() //used to build maps in testing mode

removed -experiment- tech because it's function was reproduced by "tech - tinker"
2022-08-28 19:47:32 -07:00
landgreen
53f1961b2d coupling tech
tech: crystallography - convert all your research into 0.25 coupling per research
tech: residual dipolar coupling - cancelling field gun or tech gives +0.5 coupling
tech: fine-structure constant - +6 coupling, eject this tech if you take damage
coupling for cloaking field now gives +33% ambush damage
  tech: ambush removed
coupling for time dilation now gives +25% longer time dilation effect
  about +2 seconds
coupling tech isn't well balanced yet, so give me feedback

non-unitary operator renamed to Hilbert space

bug fixes
2022-08-17 19:17:59 -07:00
landgreen
50dcc0c9dc finalBoss black hole phase:
makes 100% more bullets
  grows and shrinks smoothly near start and end of phase
  does 20% more damage to player

historyBoss has a "fun" graphical effect
acetone peroxide has 50 -> 40% less explosion defense

bug fix: timeSkip graphic glitch
  there is a chance to cause other bugs with timeSkip effects
2022-08-07 08:24:54 -07:00
landgreen
3e8f07ab04 patch
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
2022-07-26 08:26:05 -07:00
landgreen
cf3ba7d5f2 robotics
tech: electric generator - deflecting mobs generates energy for molecular assembler
tech: homeostasis - for each health below 100 +0.8% defense
tech: compound lens - +77% laser lens damage, +10° lens arc

tech: robotics - 2 random bots, power up choices include a bot tech option
tech: open-source - 3 random bots, 4x bot tech frequency
  renamed from previous robotics tech
slightly buffed all bot upgrades

+9% iceIX damage
catabolism uses energy instead of health if you have mass-energy
optical amplifier laser tech options include laser-bot
rule 90 and rule 30 looks better on more browsers, I hope
2022-07-24 12:45:39 -07:00
landgreen
b7adeb0617 shotgun fleas
siphonaptera makes shotgun fire fleas
colony 37% -> 50% more stuff in sporangium
foam bullets have a +7% slow effect
  about +7% damage for some foam tech
laser diode 33% -> 40% less energy cost
free-electron laser 200% -> 225% damage

extra clicks in experiment and unified field theory pause now switches molecular fab types

bug fixes
  mob stun graphics is more consistent and less like mob invincibility
2022-07-17 07:26:16 -07:00
landgreen
b8ab19d213 molecular fabricator not always drones
molecular fabricator defaults to random type on game load
  spores, missile, ice IX, drones
  probably some bugs with this.  I haven't really checked

renamed fleas -> siphonaptera
2022-07-14 08:14:42 -07:00
landgreen
ae5c42e5bd fleas please
tech: colony - sporangium discharge 38% more stuff, but it has a chance to discharge random bullet type
tech: annelids renamed -> K-selection - fleas and worms are bigger and do more damage
tech: anti-shear topology now applies to grenades, shotgun so basically everything that matters
  no longer a "gun tech"
2022-07-14 06:47:42 -07:00
landgreen
4e29a517fc fleas
tech: fleas - replace spores with little hoppers

frame-dragging - time dilation field stops time when you aren't moving or firing, +33% defense
  the odds of finding this tech is low because I find it kinda annoying, but maybe you will like it

molecular assembler field energy meter is yellow
  wormhole is lavender
  perfect diamagnetism is blue
  time dilation is green blue
  pilot wave is black

new room in labs:  hopBossMom
harpoon now auto targets by default, but disabled when crouched
pulse + neocognitron auto targeting also disabled when crouched

bug fixes
2022-07-12 07:52:13 -07:00
landgreen
5f098c3d1e quantum eraser
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
2022-06-28 07:43:02 -07:00
landgreen
a0ff668571 shape memory
shape-memory alloy now also increases 100% heal power ups when "ON"

smelting makes multiple harpoons that fire in a quick succession
  instead of at different angles
  costs 2 less ammo
harpoon tech filament gives +20% longer rope per ammo
ground state: 66->50% less passive energy generation

grenadier mobs have a much longer delay before they explode on death
level based lasers now damage mobs
  but don't trick mobs into touching the laser, it's rude

bug fixes
2022-06-25 20:57:06 -07:00
landgreen
784c933260 power up selection code rewrite
rewrite of the tech,gun,field selection code
  odds of new bugs is pretty high, but the code is shorter and faster, so easier to fix
path integral is no longer a JUNK tech
  lets you choose from every option on next tech
emergence is stackable
  +2 power up choices per stack

tech: integrated circuit - if ON +7 power up choices  if OFF -1

update matter.js engine 0.17.1 -> 0.18.0
  shouldn't change anything
big fixes
2022-06-22 07:21:26 -07:00
landgreen
698c18482b stress concentration
nail gun tech: stress concentration - if a mob has below 50% durability after taking damage
  from needles or rivets near the center of it's body it dies

caliber 16->25% nail, needle, rivet size/damage
combined tech: flagella - spores move +50% faster
  spores follow you if they can't find a target
shock wave stun also applies to sporangium
  no longer reduces explosion size

JUNK tech: reincarnation - kill all mobs and spawn new ones
  (also spawn a few extra mobs for fun)

updated pause menu and fields descriptions to new wording style

bug fixes
2022-06-19 08:32:45 -07:00
landgreen
789769519a dripp
new community map: dripp!
  enable the 13 community maps in settings
2022-06-07 17:51:04 -07:00
landgreen
227e4491a6 laser delay
laser energy drain and damage now scale with fire delay effects
  no change for pulse since it already has a fire delay

explosion harm to player no longer scales with explosion radius
  explosion damage will treat all explosions the same as a basic grenade explosion
  large radius explosions are much safer
acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions

CPT only triggers from damage above 1% per game cycle
  so no trigger from slime hazards or black holes or mob auras
level: reactor has a horizontal flipped mode
regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken

JUNK tech: return - go back to the intro level, but keep your tech

bug fixes
2022-06-05 13:37:38 -07:00
landgreen
06c1285828 propagator
tech: propagator - 67% damage, lose 1/2 second of time when a mob dies

timeSkipBoss is back, maybe it will not cause bugs this time
  immune to harm unless player is inside horizon
  player loses time when inside horizon

snake bosses are immune to harm until your remove their tail

mob shields are 30% stronger
time dilation: retrocausality automatically grabs power ups
eternalism 50->40% damage
paradigm shift 10->16% chance to get a research when ejecting tech
reaction inhibitor 11->13% mob health reduction
recycling 1->0.5% health for 5 seconds
  up to 2.5% per mob kill at normal max health

bug fixes
2022-05-30 12:28:05 -07:00
landgreen
779500ce21 timeSkip
new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
reactor level has big doors

nonrefundable tech show up in the pause menu
time dilation field - move, jump, and fire 25% faster
JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
2022-05-25 19:15:34 -07:00
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
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
099fc07efe scroll tech when choosing tech
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
2022-04-25 06:35:36 -07:00