Commit Graph

162 Commits

Author SHA1 Message Date
landgreen
5aa7233bc8 quantum foam
all mobs that move through walls and blocks now have a transparent fill
player and power ups float in hazards

tech: apomixis - after reaching 100% duplication spawn 4 level bosses
tech: quantum foam - +153% foam damage, fire 0.35s into the future
bullets are bigger, and  easier to see
2021-02-12 06:02:34 -08:00
landgreen
045039171e restitution
several new junk tech

unified field theory: now cycles fields after you click the field box when paused

tech: restitution - mobs killed by blocks spawn power ups
tech: inelastic collision - 60% harm reduction when holding a block
2021-02-09 05:46:43 -08:00
landgreen
dc94bf871d replication
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)
2021-02-07 06:20:58 -08:00
landgreen
6e5d951bf1 historyBoss
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)
2021-02-05 05:38:08 -08:00
landgreen
66f2cce2b7 cloning
tech: cloning - chance to spawn another level boss = 3x your duplication chance

tech: dynamo-bot: a bot follows your history, damages mobs, and regens energy when it gets close
tech: dynamo upgrade: more energy regen
2021-01-29 05:13:44 -08:00
landgreen
e4acaca31c unified field theory
unified field theory doesn't require research to cycle fields

game resets after beating final boss (in 20s)
2021-01-26 07:28:18 -08:00
landgreen
21affab7b1 renamed mech to m
to continue playing after the final boss you need to use testing mode:  "T" -> "U"
renamed mech -> m
2021-01-24 08:54:26 -08:00
landgreen
c7822cd1da unified field theory
duplication bug fix

renaming custom mode -> experimental mode
  experimental mode is available again even without completing lore

mob: sneaker is a bit faster and stronger
  (the invisible one that attacks from stealth)

tech: unified field theory - switching guns uses a reroll to cycle your field
2021-01-24 06:20:03 -08:00
landgreen
9b65a188eb chapter 1, 2
lore: chapter 1 and 2 are now somewhere in the game
  lore is the same for all difficulty levels

testing mode and custom are now locked by default until you reach chapter 1
  or just hack the game to skip the lore and enable testing and custom
    localSettings.loreCount = Infinity;
    localStorage.setItem("localSettings", JSON.stringify(localSettings));

bug fix: performance greatly improved on drawing multiple duplicated power ups
2021-01-23 07:01:04 -08:00
landgreen
261977b774 nail gun rework
damage immunity graphic is more obvious
difficulty mode no longer increases after killing final boss (it was too confusing)

tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
  removed Galilean group

removed gun flechettes
removed critical bifrication
removed railroad ties
removed incendiary (for nail gun)

nail gun:
  needle gun: accurate, piercing mobs, fire 3 at a time
  rivet gun: accurate, ballistic arc, doesn't use much ammo
    tech: bigger rivets (9x stack)
  all nails
    radioactive 2s tick (about 70% damage increase)
      0.5s full tick
      4s longer tick
    critical hits -> explosion (from flechettes)
2021-01-16 08:30:27 -08:00
landgreen
cd0e47df30 complex spinstatistics
tech: active cooling - 15% faster fire rate for each gun in your inventory
tech: specialist - spawn a random power up for each gun in your inventory
  (not available in custom, requires tech: generalist)
tech: complex spin-statistics - become immune to harm for 1s every 7s
  requires Pauli exclusion

even less difficulty ramp after killing final boss
2021-01-07 12:24:40 -08:00
landgreen
9a97371893 laser push
tech: relativistic momentum - laser beams push mobs away
2021-01-04 18:32:56 -08:00
landgreen
ecb41e1a19 bug fix on final boss kill 2021-01-01 17:25:12 -08:00
landgreen
3fa89b85d7 foam balance
beating the final boss automatically increases the difficulty mode for this run and future runs
some foam balancing, mostly buffs
standing wave harmonics gets 15% harm reduction again
2021-01-01 05:42:06 -08:00
landgreen
2c30382093 foam fractionation
foam dissipates a bit faster, has less ammo, and does 60% more damage per second
tech: foam fractionation - foam is 100% bigger when you are below 200 ammo

difficulty now increases linearly, even after beating the final boss
2020-12-31 09:49:07 -08:00
landgreen
0d70e3918d bug fixes and mod -> tech renaming 2020-12-26 08:54:16 -08:00
landgreen
0e9d2bcc30 console style
updated in game console style and all messages to match real game commands
new names inline with lore,  mod -> tech, game -> simulation
  this is probably going to cause many minor bugs, so let me know what you find
new reroll display in power up selection

tech: rocket-propelled now works with all grenade tech
2020-12-26 08:16:22 -08:00
landgreen
60e59a858a CPT gun
new level boss that fires 2 streams of small bullets that chase you

mod: add a CPT gun to your inventory that rewinds your history, reverts your health, position, velocity for 10 seconds
  I expect that spamming rewind has some overpowered combos.
  Let me know what you find, and your ideas on balance.
2020-12-21 12:47:07 -08:00
landgreen
732b13d8a4 inductive coupling
your build url can now be copied in the pause screen

mod: inductive coupling - 4 max health per power up, but limited to 44 max health per level (replaces crystalized armor)
mod: transceiver chip - use all the power ups left over at the end of a level
mod: catabolism - does a flat 5 damage to your health for 3 ammo  (was 2% of max health for 1 ammo)
2020-12-16 09:55:07 -08:00
landgreen
92c5670369 extruder
wave beam damage works better vs. high mass mobs
  also more damage and ammo

mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy

mod: Bose Einstein condensate - freeze mobs inside your field
  pilot wave, negative mass field, time dilation field

difficulty - after you clear the finalBoss, difficulty increase per level is now lower
  but, when the finalBoss dies difficulty immediately increases greatly

  difficulty used to work like this:
  (+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
  (+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
  (+4 per level) 44,48,52,56 ...

  difficulty works like this now:
  (+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
  (+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
  (+3 per level) 43,46,49,52 ...

  difficulty mode scales these numbers
  easy: x1,  normal: x2,  hard: x4,  why: x6

  each time difficulty increases:
    game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
    b.dmgScale *= 0.93; // your damage goes down
    game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
    if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
    if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
    if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
2020-12-13 14:41:07 -08:00
landgreen
15f2c00fe8 engine mods
added more requirements to various mods

CPT reversal is more flexible with energy
  1.5-5 seconds of rewind drains 66% - 220% energy

mod: exothermic process - renamed acute stress response
mod: heat engine  - reduce max energy by 50  increase damage by 40%
mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
2020-12-05 15:37:26 -08:00
landgreen
7d9bfbd8cc shotgun slug
custom and pause menu style update (mostly just thinner lines between blocks)

mod: shotgun slug - fire a big bullet
2020-12-01 16:42:18 -08:00
landgreen
dd43d9413b perpetual mods
4 new mods: perpetual ammo/rerolls/heals - get that power up at the start of each level
            also perpetual stun: stuns all mobs for 8 seconds at the start
2020-11-27 17:20:15 -08:00
landgreen
6c5928c052 CPT
mod: CPT reversal - avoid damage by rewinding to your past, but use up all your energy
  requires wormhole or time dilation

several minor buffs to wormhole
small changes to mob distribution on a few maps
2020-11-27 04:26:30 -08:00
landgreen
0c319d3049 pause menu on selection
you can see your build while in the power up selection menu
balance - metamaterial cloaking field gives 111% more damage (up from 66%)

mod: Newton's 1st law - harm reduction when moving fast (thanks NoHaxJustPi)
mod: Newton's 2nd law - damage increase while moving fast
2020-11-25 05:00:09 -08:00
landgreen
313a9f861f added player history
balance: mod capacitor - gives 1% damage for every 7% energy (was 5.5%)
some fixes on community level detour
added a once every 7 second check to try to undo the crouch bug
  (I have no idea how to crouch bug is happening, so I can't even test this fix)

mod: slow light propagation - laser is divided into your past, and increase total damage by 200%
  let me know about balance (is this too strong or too weak)
2020-11-24 06:40:25 -08:00
landgreen
463bacc977 dielectric polarization
mod rail gun: dielectric polarization - firing the rail gun damages nearby mobs

block hole mobs are no longer visible before they activate
striker mobs teleport more often
final boss:
  laser does no damage for 2 seconds after it begins
  spawns 2 waves of mobs each spawn cycle  (was 3)
2020-11-21 08:13:15 -08:00
landgreen
4c040b073a nano-scale disable field
power up boss no longer slows down after each time you kill it

holding down the field button will stop nano-scale field from converting energy into bullets
  energy costs have been increased a bit
  nano scale can now use mod - supercapacitor
2020-11-19 09:59:27 -08:00
landgreen
15de636715 vacuum permittivity
snake boss is updated
  -fear the snake

mod neutron bomb: vacuum permittivity - gets a larger radius and a slow effect

bosses are only stunned for 1/5 of the normal stun time
2020-11-19 05:39:57 -08:00
landgreen
f32bfba7a1 supercapacitor - overfill energy decays 66% slower 2020-11-16 19:30:01 -08:00
landgreen
6e90ed2376 incendiary ammunition
bug - spider boss move at full speed again (watch out)
bots that uses energy stop when you hit 50% energy if you have mass-energy mod

you get a warning before you overwrite your current gun due to integrated armament

gun - flak is removed
mod: High-explosive incendiary, or incendiary rounds
  shotgun: several large explosions
  nail gun: rapid fire explosions
  drones: drones explode on impact
  super balls: explode on contact
2020-11-14 05:37:27 -08:00
landgreen
72e61eab78 patch notes in n-gon
you can view the patch notes for the last few commits from the game menu
  this uses the github API, so it might have some delay

overfill mods add energy instead of setting energy to a value

bug - blocks in vertical portals can get stuck inside the portals
  fixed, but only for one portal... oh well

mobs that make a scrap bot, don't leave a block body anymore
2020-11-11 07:45:04 -08:00
landgreen
e86ec0c37d sentry
mini black hole mobs travel through walls

mod: radioactive contamination - after a mob or shield dies, leftover radiation spreads to a nearby mob

mod: half-wave rectifier - railgun overfills with energy when you charge instead of draining
   removed rail gun mod - frame dragging
bug fixed - rail gun bugs out when your charge speed gets very low

mod: sentry - mines are modified to automatically fire nails at nearby targets for 12 seconds
2020-11-08 05:55:45 -08:00
landgreen
a57ff0c4c1 overfill
update to mod: anthropic principle - only works once per level
  but gives 6 seconds of damage immunity and 2 extra heal power ups

most energy regeneration effects now overfill energy above the max by default
piezo electricity over fills energy by 300% (was 100%)
2020-11-04 05:36:50 -08:00
landgreen
d7ab196dc3 final boss
missile moves slightly differently
  it used to slow when locked on to a target
  now it slows when turning
missiles explode when near any mob

wormhole mod: cosmic string - now stuns mobs and applies radiation damage
mod time dilation:  - quadruple your default energy regeneration

added final boss level, it's still in progress so I'd love some feedback
also the game loops back to the intro level after the boss
  I'll be working on the ending in the next patch, so the intro level is just a placeholder
2020-11-01 18:31:25 -08:00
landgreen
a4a2a9bf2a updates to community maps 2020-10-28 05:46:12 -07:00
landgreen
7b620ca1f0 added no power up setting to custom 2020-10-28 05:21:08 -07:00
landgreen
c7048c9324 mod- pulse
gun: pulse is now a mod for laser
  mod: beam splitter applies to pulse

difficulty balancing
  (this needs to be done as more mods are added to the game to prevent power creep)
  all modes are a bit harder
    if you used to play why, try the new hard
    if you used to play hard try the new normal
  power ups drop more often from bosses on all modes
2020-10-25 15:09:55 -07:00
landgreen
a5f79bf742 pulse is a mod 2020-10-25 03:26:13 -07:00
landgreen
4187645757 wormhole
mods ejected from Bayesian statistics can't duplicate

the power up boss moves faster, has less health,
  it will eject one of your mods after a collision
  and two health power ups

mod ammonium nitrate: increase explosion damage and area by 25%
  also other explosion mods have been rebalanced (damage buffed, but self damage is also higher)

field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in
  mobs don't do much in worm hole yet, but that is coming with future mods
2020-10-17 17:29:44 -07:00
landgreen
b2cb88832c difficulty bug fix 2020-10-06 05:01:59 -07:00
landgreen
75d2f56390 bug fixes 2020-09-29 07:12:30 -07:00
landgreen
bc3ddf7447 decorrelation
mod: decorrelation - 2 seconds after you don't use your gun or field  get 40% harm reduction

mod: anticorrelation - 2 seconds after you don't use your gun or field  get 50% damage
  requires decorrelation
2020-09-27 09:25:14 -07:00
landgreen
f334372281 cloaking field
mod: waste heat recovery is removed
mod - fracture analysis only applies to stunned mobs (not unaware mobs)

phase field is removed
new field: metamaterial cloaking
mod: phase decoherence - intangible to mobs while cloaked, but passing through mobs drains energy
mod: flashbang - stun mobs as you exit cloak
2020-09-19 09:11:55 -07:00
landgreen
cab6feda13 waste heat recovery
mod: electric reactive armor - reduce harm from explosions by 6% for every 10 energy
mod: waste heat recovery - laser damage grows to 400%, but you start to eject your health as a heal power up

new community level by Francois:  house
2020-09-13 19:14:33 -07:00
landgreen
5c2319cc75 explosions mods rework
mod: recursion - gives missiles a 30% chance to spawn a larger missile when they explode
mod: electric reactive armor - immune to harm from explosions while energy is full (was 80%)

mod: ammonium nitrate - explosions are 60% bigger, but they do 300% more damage to you
mod: trinitrotoluene - explosions are 50% smaller and do 71% more damage
2020-09-12 06:49:49 -07:00
landgreen
8ce7f684c8 Bayesian statistics
blocks drift towards the center of pilot wave's field

mod: Bayesian statistics - no longer stops ammo spawns
  30% to double power ups, but ejects a mod when you take damage

mod: exciton-lattice - 40% damage, but no ammo can spawn
2020-09-08 17:38:44 -07:00
landgreen
e3d8dda23f osmoprotectant
after you die, you can find the build you used in the custom menu

shooterBoss - smaller, but more massive,
  aims better at short range, and fires faster
bomberBoss fires faster, bombs are more likely to split

mod: osmoprotectant - stunned or frozen mobs cause no harm
2020-09-06 18:07:43 -07:00
landgreen
3659fbe47d harmonic shield bug fix 2020-08-20 05:43:55 -07:00
landgreen
6bfc53d3be renormalization 2020-08-13 05:33:49 -07:00