Commit Graph

308 Commits

Author SHA1 Message Date
landgreen
5e12cea685 4 community levels
new community levels: (you can enable community maps in the settings)
  rings by thatLittleFrog
  flappyGon by Digin
  trial by Cirryn and Tarantula Hawk
  arena level updated by Whyisthisnotavalable

difficulty scaling:  0.84->0.85x player damage per level
research spawn per level is no longer in the difficulty settings
  instead players get 1 research for only the first few levels
cell boss has less health at high difficulty

converted JUNK tech to additive, instead of the multiplicative
  makes the first JUNK you take do the same, but if you take too much you can get to 100%
right aligned some text in tech descriptions
added some circles to the in-game console messages

renamed slow light -> delayed-choice - a single 0.4 second delayed 0.7x damage laser beam
  also now works with reflection
plasma torch field gets 1.5x damage by default
molecular assembler coupling 0.8->0.6 energy per second
nail-bot upgrade 5->4x fire rate
foam-bot upgrade 3->2.5x size and fire rate
sound-bot upgrade 2.5->2x fire rate, damage, 1->2x wave packet length
boom-bot upgrade reduced range, bot acceleration
orbital-bot upgrade 1.5->2x radius
perimeter defense 0.95->0.96x damage taken per bot
network effect 1.05->1.04x damage per bot
tech: working mass - cleaned up physics and logic a bit
negative feedback scales with health below maxHealth, not health below 100
  1.007->1.006x damage per missing health
homeostasis scales with missing health, not health below 100
  limit of 0.2x at 0 health
2024-06-20 19:13:51 -07:00
landgreen
eabd146ea5 jump off mobs
you can now jump off mobs while invulnerable
  includes time dilated
pause display text updated with details menus
difficulty parameters
  0.82->0.84x damage done per level
  1.25->1.23x damage taken per level
tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
mass-energy equivalence no longer costs 2 research
long power up spawns, like from interest or supply chain:
  will pause new spawns until total power ups are below 300 to reduce lag
  stop spawning if you take damage

bug fixes
2024-06-08 13:49:13 -07:00
landgreen
63bfaba4a1 difficulty
difficulty rework
  difficulty adjusted through a power up on the initial level
  difficulty parameters are more precisely explained
  JUNK tech: difficulty - spawns a difficulty power up (only works before level 6)

bots no longer benefit from increased fireRate
shields have a chance spawn on almost all mobs (but not stealth mobs)
level exit door animation is 33% faster
power ups have fewer sides.  It might improve game performance, but I can't tell the difference.
1.15x base wave bullets damage (bots, particles, and phonon)
metamaterial absorber 25->30% chance to get power ups from mobs left alive
apomixis is now a JUNK tech, and it requires duplication > 99%
pilot wave field 2->3 extra choices
plasma torch slows mobs more, and don't push mobs back as much
  fixed bug where plasma torch didn't get tech degenerate matter
laserLayerBoss and layerLayer do 33% less damage
mines aren't triggered by invulnerable mobs

bug fixes
2024-06-02 21:43:42 -07:00
landgreen
773ee5c1ae towers
newLevel - towers
  please give feedback
boost level elements can now be pointed at any angle

paradigm shift costs 1 health, but cost increases after each use
  ejecting with paradigm shift tech sets their frequency to zero, so they don't show up again
polyurethane foam - makes more foam from super balls
bubble fusion - now works with any shield, but only once per mob
  so it triggers from the shieldingBoss
collider - has a higher chance to form tech vs. other power ups

removed all ON/OFF tech
  I just don't think they are fun

JUNK tech - wall jump

fixed some bugs

player damage reduction adjustment: 0.9x -> 0.89x per level per difficulty mode (1,2,4,5)
  on easy that's 0.28 -> 0.245 by level 12 (a 12% player damage nerf)
  on why a 50% player damage nerf by level 12
2024-04-28 09:55:12 -07:00
landgreen
6c3d97a68c instant tech
adjusted text and math for the fire rate system to use the new "x" syntax
tech search is no longer case sensitive

Zectron 1.9->2x damage, -25% -> -5 energy
exothermic process -20% -> -5 energy

instant/unRemovable tech has a unique icon and no longer shows up in the tech list
  marginal utility - no longer spawns ammo
  heuristics - no longer spawn a gun, 1.2->1.3 fire rate
  open-source - gives 1 extra bot option and 3x bot tech frequency
  robotics - now just spawns 2 bots
  induction brake - doesn't spawn heals, but lasts 15->17 seconds
  accretion - doesn't spawn heals, but gets 3% duplication
  mass production - doesn't spawn power ups, but gets 3% duplication
  Ψ(t) collapse - doesn't spawn research, spawns 5 research from bosses
  decoherence - doesn't spawn research, spawns 2 research from bosses
  fine-structure constant - doesn't spawn coupling, spawn 9 coupling from bosses
  Bayesian statistics - 1.03->1.05x damage, doesn't spawn research
  Born rule code rewritten, but it should have a similar effect as before
  triple point - 1.5->5 second freeze, but no coupling spawn
  geodesics - no longer spawns ammo and guns, but gives 1.5x damage
  ideal gas law - doesn't remove ammo, 12->6x foam ammo per ammo power up
2024-04-08 19:44:08 -07:00
landgreen
1728b53921 remove keyword
added CSS style for "remove/eject" keyword
tech: deprecated - gain 1.05x damage for each tech removed this game
tech: externality - 1.1x damage, removing this gives 40 ammo power ups
paradigm shift no longer has a 3% failure rate
  minus 3->4 health
  it can remove applied science tech
removing strange loop gives a random removetech

tech: marginal utility - give a specific gun 2x ammo per ammo power up
tech: interest - research, ammo, coupling, health increases by 6% at the start of each level
tech: Pareto efficiency - give each gun randomly 5x or 0.2x ammo per ammo power up

aperture 6->4s cycles between 1 to 2 -> 0.8 to 3 damage
mass-energy no longer has a reduction in defense effects
  but it costs 2 research now
1st ionization energy 11->14 max energy per heal
colony: 1.5->1.6x spores 40->33% chance to spawn something different
laser cost formula changed to be independent of field regen
  this makes the effects of cost and fire rate 33% bigger
  free-electron laser 3.5->3x energy cost
options exchange - the first time you click cancel it randomizes choices
  allows a free trigger from other cancel tech
pseudoscience gets 3->2 free researches
alternator harpoon has 0->0.03x energy cost
coupling for pilot wave gives 1.04->1.05x block damage

several bugs fixes
2024-03-31 19:45:15 -07:00
landgreen
38ef45a651 % converted to x
text rework
  most numbers converted from "+50%" to "1.5x"
  renamed defense -> damage taken
  adjusted about 20 tech to round down or up their values to less decimals
    for a few I added research cost or JUNK chance to balance rounding

new community map soft by Richard0820
tech: peer review - gain +damage each time you research
self-assembly scales with health not health percent
matter.js engine reverted back to 0.18 (to fix an issue with time dilation)
2024-03-19 19:36:59 -07:00
landgreen
254ec001e2 bug fixes 2024-03-13 19:27:35 -07:00
landgreen
64c81cd802 JUNK % and pause sort
new tech are sorted to the top of the tech list
  pause menu tech list matches the tech list in game
JUNK tech icons are properly displayed in pause
Sort interface works with enter key
bug fix: you can no longer pause or enter testing in experiment selection on text input
pressing P in power up selection menu brings up the pause menu
  so you can see your tech and stats
blocks stuck in vertical portals have a bit of randomness added to their velocity to help them escape

JUNK tech chance is a raw percent chance to display a random JUNK
  it was previously a specific JUNK tech directly added to the pool
  this might cause bugs
JUNK tech: beforeunload - asks if you want to cancel if you exit game, if you cancel gain 25% damage, but there is a 25% chance to exit anyways
JUNK tech: what the block? - trying to throw a block, throws you instead
reinforcement learning converted into a JUNK tech
JUNK DNA - scale damage by 100->200% of JUNK pool tech percent
dark patterns 33->22% JUNK
replication 33->22% JUNK

overcharge 66->88 max energy
residual dipolar coupling 6->8 coupling per cancel
futures exchange 4.7->5% duplication per cancel
hyperpolarization reduces polarization time by 1->1.25 seconds
reel +75->100 energy

updated physics engine to matter.js 0.19 (from 0.18)
2024-03-11 20:19:37 -07:00
landgreen
64f2a9f081 laserLayerBoss
laserLayerBoss - sends lasers to player's location
snakes bosses - after you kill a tail piece the rest of the tails lose 5% life
  this makes targeting any part of the tail a viable strategy

accretion disk - 5% damage for every power up on this level
  requires accretion
unified field theory has buttons to cycle field forwards or backwards when paused
iceIX range and damage increased 15%
electric tech in labs level is finally nerfed
  drains energy, but doesn't do damage
  pushes player away
2024-02-29 19:57:16 -08:00
landgreen
38d993154c laserLayer
mob: laserLayer - leaves behind lasers that persist for a few seconds
ghoster mobs do 66% less damage, but they eject your ammo

grappling hook tech rupture renamed swarf
  fires several nails at nearby mobs, not explosions
grappling hook 6->9 energy per second
CIWS 18->10 energy
reel +40->75 energy reeling blocks
wormhole 5->7% duplication
cloaking no longer drains energy, this fixes a can't cloak bug
  dazzler no longer drains energy
    dazzler range reduced by 15%
    dazzler stuns for 3->2 seconds
zero point energy 100->166 max energy
expansion 40->77 max energy
annihilation -33% of max energy -> 10 energy
dynamical systems is no longer a field tech  35->30 damage
tessellation is no longer a field tech  50->35 defense
yield stress removed
  topological defect 80->111% damage
  brittle 80->111% damage
commodities exchange  6-12 -> 10-14 power ups
heat engine 50->40% damage
flame test grenades clusters explode 40% faster
alternator uses 10->0% energy for harpoon

finally made a shared vertexCollision function
  this might cause some bugs with laser-like effects...
2024-02-24 15:09:35 -08:00
landgreen
17f65cfcea depolarization
community map - arena by Richard0820

skin tech: depolarization - gain +300 damage or -50% damage if a mobs has died in last 5 seconds
CPT triggers if you have above 90->85 energy
  CPT skin graphically indicates when CPT is active
mass-energy defense reduction is 66->50%

new level load display animation draws the outline of the new map
  only on reactor and final levels
  choose MINIMAL HUD in settings to disable (or enter testing mode)
enthalpy spawns heals on mobs death with a 5% chance
  this is roughly an 80% increase in spawn rate
mass production spawns a few ammo and heals when you first get it
paradigm shift 6->4 health removed
incendiary ammunition drone and shotgun explosions are 30% bigger
Zectron super balls do 75->90% more damage and drain 25->20 energy on hitting player

fixed bug with optical amplifier and cloaking field
plasma ball can pick up power ups when out of energy, like other fields
fixed bug with not hiding mouse
2024-02-08 19:52:37 -08:00
landgreen
778a2c93b6 training mode choice for new players
electronegativity: +26->23% damage

gun cancel button doesn't show up on the initial level if you haven't done the training yet and you didn't choose a gun
after exiting initial level players are prompted to start the training levels
  only if they haven't done the training and they didn't pick up a gun, and a few other conditions
community training levels only are added when community maps setting is on and player clicks on training

if you die after clearing fewer than 4 levels the difficulty settings automatically opens
improved text formatting on updates
2024-01-29 21:29:39 -08:00
landgreen
4e6acdd5d0 animated level load
animated new level load graphics for reactor and final level
autoZoom code rewritten to work with pause better using the ephemera system
  this might cause bugs, I already found a few
intro level renamed initial
extra ammo power ups on why difficulty for final and reactor levels
removed falling off the map damage on levels that still had falling off damage

mob: stinger - has speed that adjusts as it flaps it's wings and a short range laser
tech: strange loop - +9% damage, removing it gives null hypothesis and strange attractor
tech: martingale - +11% damage, removing this has a 50% chance to not remove and to double it's damage

paradigm shift removes 6 health when it ejects a tech, but now has a 85->97% chance to work
ammo, heal, research tech spawn extra power ups after each time you take them
tungsten carbide skin has a hexagon look and  +222->300 max health
Bayesian statistics spawn 3->6 research
ansatz spawns 2->3 research if you have no research
Ψ(t) collapse 16->21 research
futures exchange 4.3->4.7% duplication
replication 9->10 duplication
stimulated emission 17->19% duplication
anthropic principle spawn 5->16 heals when you die
supply chain: no long gives JUNK instead triples the frequency of finding applied science
electronegativity 0.22->0.26% damage per energy
non-renewables 88->97% damage
anticorrelation 100->111% damage
decorrelation 70->77% defense
parasitism 83->93% damage
torpor 66->74% defense

bug fix:
  recycling works with mass-energy (although it doesn't do much)
  ternary wasn't working in many situations, but it should now
  fixed bubble fusion exploit that triggers on mobs in factory endlessly
  bot fabrication was making 1 extra bot and giving negative research sometimes
2024-01-21 12:57:11 -08:00
landgreen
c47d86064b winter vacation update
mob health tech
  tech: cascading failure - +222% damage to mobs below 25% health
  tech: yield stress - +55% damage to mobs at maximum health
  cloaking tech: topological defect - +88% damage to mobs at maximum health
  harpoon tech: brittle - +88% harpoon/grapple damage to mobs at maximum health

cloaking buffs
  50->66% defense while cloaked
  recloak 0.25s faster
  simplified cloaking field graphics
  boson composite drains much less energy while moving through mobs and shields
    fixed bug where mines and egg mobs were colliding with player while intangible
  patch no longer drains energy when you heal on cloaking
  metamaterial absorber gets 17->22% chance to spawn a power up for each mob alive
  no-cloning theorem changes to 45->40% duplication and 2->1% duplication loss on killing a mob

finalBoss phases:
  new: slow zone, antigravity pulse
  nerfed: laser, black hole, orbitals
  buffed: oscillation, mobs
  improved graphics: boulder

Hilbert space has a skin. 99->142% damage increase, but randomize tech after taking damage
Higgs mechanism has a skin. +45->77% fire rate, player can't move while firing
induction furnace gives +77% harpoon/grapple damage for 8 seconds after picking up a power up
collider 50->100% chance to combine and randomize power ups
quenching gives more bonus max health at high difficulty level  (maybe around 30% more health)
accretion gives 5->7 heal power ups
dynamo bots follow player much closer when you have many of them
scrap-bots don't follow the player as accurately or as quickly
  scrap bot duration 13->15 seconds
JUNK tech: planned obsolescence - make 100 scrap bots that last for about 30 seconds

community map dojo by werid_pusheen
  fixed by Cornbread 2100

hard mode gets 1 less heal at the start
hard and why difficulty don't begin with starter mobs
hopBullet mobs last 2 seconds less time
adjusted button heights on train station level to be consistently the same height
2024-01-04 16:38:52 -08:00
landgreen
2d12f1da42 why not
why mode is now 20% easier, but still 25% harder than hard mode
  easy:1, normal:2, hard:4, why:6->5

new community map unchartedCave by 3xionDev!

Newtons 1st law 66->88% defense when moving fast
Newtons 2nd law 66->88% damage when moving fast
CIWS energy 20->18 per shot
rupture disables reel and tokamak
2023-12-10 19:33:49 -08:00
landgreen
ad33cf68ea grapple tech
new community level shipwreck by 3xionDev

grappling hook
  tech: reel - increase block damage 400%, generate 30 energy after hooking blocks
  added tokamak to grappling hook
  updated rope graphics
  added input.up to adjust positioning while hook is attached
  added images for CIWS, rupture, autonomous defense
  aerostat: 25->15% reduced damage on ground
  rupture unlocks explosive tech
  rupture destroys blocks
  autonomous defense renamed to CIWS

field emitter 6->4 base energy regen
tech: autonomous defense - harpoon tech that fires harpoons after taking damage
degenerate matter: 75->85% defense while field is active
neutronium: 90->95% defense while field is active
unified field theory no longer has field emitter as an option
2023-12-03 09:59:20 -08:00
landgreen
ce74f420e3 grappling hook 2nd update
grappling hook
  added coupling effect - 4% extra ammo per coupling
  doesn't destroy blocks, instead the player grabs blocks
  doesn't automatically retract after hitting power ups
  improved momentum conservation on yank and catching blocks, power ups
  removed accidental 55% defense for grapple field
  tech  (no images yet)
    autonomous defense - fire harpoons at nearby mobs
    rupture - explosion on impact with map, block, mob

negative mass field has horizontal block motion by default
fixed tech sorting by "allowed tech" in experiment mode
2023-11-25 15:26:09 -08:00
landgreen
b14f2c1eca hopMother
new mob type: hopMother - hoppers that drop eggs that explode on contact and after several seconds they hatch into baby hoppers
  regular hopper mobs have more life and more damage

a few bug fixes
2023-09-30 20:02:50 -07:00
landgreen
bf5f8661fc gun ammo descriptions
missile Bot: +10% bigger explosions, +10% damage, +7% fire rate
plasma Bot: +40% damage, and drains 2% less energy
1st ionization energy: 8->11 energy per heal
mass-energy: defense reduction factor 0.13->0.33
neutron bomb: +25% damage
non-renewables: 78->88% damage
junk DNA: applies to all damage, not just spores
pseudoscience: adds (1-4)->(1-3) JUNK to tech pool per free research
futures exchange: 4.1->4.3 duplication per cancel

default skin has slightly more narrow legs

added ammo to gun descriptions
2023-09-25 19:49:07 -07:00
landgreen
6cd2502fb5 sound-bot
new community level: dojo by weird_pusheen

sound-bot: makes phonon waves

  updated tech
drone repair -> von Neumann probe - if a drones ends near a block it will use that block to repair
quantum eraser -> metamaterial absorber: for each mob left alive after you exit a level there is a 17% chance to spawn a power up
uncertainty principle: extended to super balls
aperture: camera zooms in and out along with the skin animation

  balanced tech:
cordyceps: zombies are much smarter, faster, do more damage, and last longer
negative entropy -> self-assembly: 1 heal per 33->25% missing health on each new level
renormalization: 44 -> 46% and +3% JUNK tech to pool
parasitism: 60 -> 83% damage
non-renewables: 67 -> 78% damage
ground state: 200 -> 266 max energy
dark patterns: 17 -> 22% damage and JUNK
eternalism: 30 -> 24% damage
stimulated emission 15 -> 17% duplication
nitinol 30 -> 22% defense

bug fixes
2023-07-04 08:14:43 -07:00
landgreen
4415942b94 subway gates
subway
  start in an empty station
  station exits are blocked by a gate that opens when you press a button
  level exit spawns after you clear 4 stations
  added 2 new stations (7 possible stations)

laser-bots lasers wiggle as it aims at the target
  this is a nerf to iridescence and it looks cool

bug fixes
2023-06-24 11:34:47 -07:00
landgreen
1d4b0c4430 cantilever
new community level cantilever

extended tech sorting to experiment

acetone peroxide does 40->33% more explosion harm to player
fleas can do up to 30% more damage before they despawn
2023-06-17 15:48:38 -07:00
landgreen
da559f44f6 sort
pause menu can sort tech by keywords

tech: mechatronics - randomly add +(7 to 13)% damage

a few new images
bug fixes
  cherenkov radiation damage bug fixed it does much more damage and matches the description
2023-06-15 10:00:19 -07:00
landgreen
09c9e93fcf subway
level: subway
  replaces gauntlet just before the final boss
    gauntlet moved to community map pool
  subway todo:
    add a few more stations
    balance difficulty
    find bugs

surface plasmons does 50% more damage
elasticity renamed nitinol because I bought some nitinol wire and it's neat
entanglement power up no longer shows guns or fields you already have
disabled minimal HUD for training levels
reaction inhibitor 12->11% mob max health reduction

spawn.bodyRect() now can add blocks mid level without any extra code
  I think I found all the bugs this causes, but let me know if any blocks added mid game aren't colliding

community map - clock update:
  visual overhaul,live lighting, remove pendulum overlap, move with pendulum if you stand in it, debris, trap exit only opens after completing the fight, moving elements now freeze while using time dilation
2023-06-03 13:56:18 -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
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
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
4b195589d5 window width media rules to scale cards
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
2022-12-29 21:29:41 -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
500bb3f73e Bitter electromagnet
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
2022-10-31 19:15:21 -07:00
landgreen
f8188565a0 startle response
plasma-bot does 15% more damage, but costs 2 research
fault tolerance 4->5 forever drones, but costs 2 research
surfactant 2->3 foam bots, but costs 2 research
missile-bot costs 1 research
shaped charge 4->3 research cost
renormalization 40->44% chance to refund research
exciton 18->16% chance to spawn
ground state 50->40% reduced energy regen
Bayesian statistics 3.8->3% damage per research, and spawns 3 research

JUNK tech: startle response - if mobs are near boost damage, and lock mouse until you press escape
2022-10-27 17:31:29 -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
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
fbd56a2bca lore bug fixes 2022-09-18 20:50:39 -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
2ce8aca3ef coupling again
coupling
  crystallography renamed quintessence
  wormhole -> energy after eating blocks
    penrose process is removed
  perfect diamagnatism and standing wave -> ice IX after blocking
    tech triple point removed
  plasma torch -> +damage

killing one of the first 3->4 snake body mobs makes snake bosses vulnerable
shooterBoss shoots 3-6 smaller bullets

bug fixes
2022-08-21 09:18:24 -07:00