harpoon
default fire rate is 10% higher
default harpoon range 15% higher
railgun
tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
area effect damage is increased 20%, scales with bitter electromagnet and total charge
charging longer increases harpoon velocity/damage by up to 30%
contributions to charge time are more uniform between:
crouching, fire rate, Bitter electromagnet, and capacitor bank
auto aims no longer disabled on crouch
emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
cache 16->15x ammo
many-worlds 1->0 research to enter an alternate reality on each new level
finalBoss
health decays a bit faster
spawns 6 mobs at each health threshold
spawns from the different modes are reduced
boss laser damage is 25% reduced
hoppers spawn from the slime tunnel
JUNKtech: random - gives random +damage
bug fixes
finalBoss has a new phase: "boulders"
each phase has been rebalanced
boss health is a bit higher
mob mines are white now
pilot wave gets +1 choice for gun,field,tech
bug fixes:
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:
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
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"
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
tech: coupling - +1 coupling, coupling is a new stat that provides different buffs for each field
releasing this early for feedback about balance and bugs
removed tech Pauli exclusion
now the perfect diamagnatism coupling effect
snakeBoss tails are closer together
some bosses have a higher vision memory and response time
phonon gets 10% less ammo and 10% less damage
meta-analysis gives 2 research per use
energy drain rework
in many situations drain no longer scales with regen
this might have some bad side effects, let me know
bug fixes
made several tech effects not an arrow function
timeSkip graphical glitches might be improved
elephant's toothpaste: mines make foam
sentry fires about 40% faster
but each shot slightly reduces the total duration
(duration = 17s - 1/10 s per shot)
foam can move through blocks a bit faster
laser reflection damage is increased
about 15% -> 8% damage loss per reflection
beetleBoss pushes player away and spawns baby flutter mobs
fire rate affects block throwing charge rate
snakeBoss is now dragonFlyBoss
snakeSpitBoss till exists, don't worry
flutter and beetle mobs changes
Noether violation has 50% less forward recoil for shotgun
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
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"
tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again
JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech
bug fixes
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
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
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
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
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
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
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
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
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
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
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
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
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
new level: reactor - midBoss fight
it's not well balanced yet
Let me know if there are any impossible gun combinations
for new players the training button at the start screen now cycles colors
effect shows if you haven't cleared the first training level, and you haven't done at least a few normal runs
standing wave expansion tech is 40% larger and gives 25% deflecting efficiency
ammonium nitrate gives 30 -> 27% damage and range
heuristics gives 30 -> 33% fire rate
wormhole invariant tech drains energy much slower while time is paused
bug fixes
null level now longer progresses level.onLevel
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
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
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
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
tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost
tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses)
tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage
mob: launcherOne - launches 1 big seeker bullet that chases you
black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase
applied science no longer gives research (just a random tech for every gun you have)
bot fabrication increase cost every 5 -> x6 bots
average console time to disappear is 3 -> 4 seconds
ammo power ups no longer log ammo to in game console for performance reasons
JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
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)
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
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
tech: needle ice - needles make 1-2 ice 9 after they impact a wall
needle shot gun fires 1 less needle
most harpoon tech are about 5% better
JUNK tech: negative friction - you speed up when you touch walls
no-cloning theorem: 42% -> 38% dup chance
symbiosis: 2 tech -> 1-2 tech after a boss dies
quenching gives 10% less max health for over heal
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
new mob: slasher - it's basically a jedi
harpoon: +33% damage, +33% delay after firing
time dilation reverted 50% -> 0% collision harm reduction
time dilation can no longer get tech: symbiosis
nano-scale: can access tokamak and discrete optimization
cache: 11x -> 13x ammo
bug fixes
pausing time or being cloaked gives you 50% harm reduction from mob collisions
no-cloning theorem duplication => down to 42%, but no longer removes 1% on bosses
dazzler => drains 25%->10% energy, and it has a 15% bigger radius
boson composite => only drains energy when you touch shields
'F' key lets you fire, and it can be rebound to other keys
might be some bugs here, I didn't do much testing
no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob
requires cloaking or time dilation field
tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level.
requires cloaking or time dilation field
JUNK tech: all-stars - make mobs look like stars
JUNK tech: mouth - make mobs look like they have a mouth
the nonCollideBosses have been made 10% harder to kill
these are the types of bosses that spawn from apomixis on 100% duplication
7+ sided mobs may slice in two when they die
tech: cache - ammo power ups give 11x ammo, but you can't hold over 11x ammo
harpoon
grabs 1 power up on the way out, or in
harpooned power ups are predictable
they attach to the harpoon instead of using physics to move towards player
bugs fixes
lasers were broke, but I fixed them
harpoon gun
shaped more like a harpoon
grabs power ups slower, and from the tip of the harpoon
only uses energy on returning
doesn't have thrust if there is no mob target
tech: reticulum - make one more harpoon if there are mobs nearby that you are facing
I'm letting this stack to 9 even though it's silly cause that is n-gon's style
tech: ceramics now lets both harpoons and needles ignore shields
this was coded poorly so if shield bugs show up it might be from this
tech: fragmentation makes ~15% fewer nails for everything it affects
tech: filament gives 3% length per ammo (was 1%)
also length is capped at 75 ammo because after that it's just annoying
tech: unaaq is longer at low ammo but scales slower at high ammo
bugs
fixed laser collisions on player head when crouching
returned experiment gun and field circles