new level: ruins, let me know about combat and platforming difficulty balance
vanish elements now shrink horizontally
now colored dark blue to not look like mobs
tech: super duper - fire +0-2 extra super balls
super balls no longer part of MIRV
bug fix for plasma extruder interaction with doors that collide with power ups
mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range
revolutionBoss is immune to damage at 1/4,1/2,3/4 health until it's laser spins around one revolution
thermocouple produces 1-9 -> 4-13 ice nine bullet
thermocouple is on by default until next patch
decoherence rewrite with flags instead of a banish array, to fix bugs
new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
try it out by enabling community levels in the settings
more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"
no power ups check box in experiment mode now disables all types of power ups, not just tech
simulation.isNoPowerUps
powerUps can no longer move through doors
this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones
fixed bug with undefined tech not showing up
first 4 levels of the training maps are live
this is very much a work in progress, but I'm putting it up for feedback
stunned and frozen mobs do no harm by default
removed tech: osmoprotectant - stunned and frozen mobs do no harm
tech: annelids - randomly increase worm size and damage up to 100%
weak anthropic principle gives 45->50% duplication chance after almost dieing
complex spin-statistics immune to harm for 1.5->1.8 s every 7 s
exciton gives 60->66% damage
electronegativity gives 1% dmg for every 11->10 stored energy
arsenal gives 14->12% more damage per gun
pair production is now also a standing wave field tech
mass-energy takes 10% less damage
JUNK tech black hole cluster spawns mobs farther away, so you have a better chance to survive
undefinded tech no longer shows up on your first couple times playing, since it's a distraction for new players
powerUpBoss no longer gets invulnerability after death
but powerUpBossBaby still has it
tech: brainstorming - randomize your tech choice menu every 2s for 10s
JUNK tech: brainstorm - randomize your tech choice menu every 0.5s for 10s
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
several tech now have fewer requirements to unlock
some normal tech is now considered gun tech (mostly explosion stuff)
snakeBoss tails, stay attached to each other
"snakeBoss", "blockBoss", "powerupBoss" are now the only bosses for the random boss list
bug fixes
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)
tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage
tech dormancy removed
tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen
tech: torpor - gives the opposite of it's previous effect
if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10%
relativistic momentum - pushes blocks in addition to mobs
not much benefit, but it's fun
supply chain: still doubles ammo, but now also adds 5% JUNK (yay)
it no longer has any tech requirements
inductive coupling: 600% -> 700% regen while crouched
JUNK tech: density - blocks are 100x times less dense
tech descriptions can change their text dynamically now
only a few tech are using this option so far
railgun is now a tech for harpoon
railgun tech: dielectric polarization has been removed
unaaq increases the size not length of harpoons
capacitor bank applies charging effects: throwing blocks, foam, railgun, pulse, tokamak
fire cooldown reduction no longer effects these charging abilities, but it does reduce cooldown between discharges
foam now has a short delay between each discharge
foam charges ~10% faster
tokamak graphics indicate charging and max charge better
pulse laser can now regen energy passively while charging
tech: mass driver no longer gives improved block charge rate,
but it gives 200% -> 300% damage for blocks
tech: inflation no longer gives improved block charge rate
it gives harm reduction when holding a block and makes block expand when you throw them
tech: inelastic collision was removed it used to give harm reduction when holding a block
pilot wave uses 66% less energy to fling blocks
pilot wave can fling block effectively at much higher speeds now (which happens to use much more energy)
tech potential well is removed, because it isn't really needed anymore
inductive coupling: 500% -> 600% regen while crouched
molecular assembler now works with inductive coupling regen properly
bug fixes (superdeterminism, wormhole, applied science)
I probably added several new bugs, let me know if you find any
tech: applied science - gives a random gun tech and a research for each gun in your inventory
JUNK tech - motion sickness - disable camera smoothing
JUNK tech - palantír - see far away
foam-bot, nail-bot, missile-bot: are now affected by fire delay tech
this gives some options for late game bot scaling
timelike now allows some energy regen while immune to harm in double time
Tokamak now overrides the trajectory throw graphics with its own
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)
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: neutronium - 90% harm reduce while field is active, 33% slower move speed
(requires negative mass field)
tech: charmed baryon - 0 cost wormhole, 33% slower move speed
harpoon tech: reticulum now always fires extra harpoons even if there are no targets
tech.removeTech() method has been improved
bug fixes
tech: rotary cannon - nail gun (and rivet gun) have increased fire rate, muzzle speed, recoil, and accuracy
experiment -parthenocarpy- spawn about 50% more mobs
perimeter defense and network effect each give 1% more bonus per bot (around an 18% increase for each tech)
extra bosses spawned from parthenogenesis and apomixis have health increased by your duplication chance
(if you have 50% duplication the extra boss have 50% more health)
apomixis no longer costs 8 research
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
extruder:
new tech: refractory metal - increase extruder damage radius
fixed extruder graphics bug, and collisions bug
dynamical systems and discrete optimization are allowed with plasma torch
(although I nerfed them both just a bit)
irradiated nails: 90% damage spread over 2s -> 3s
same total damage, but it takes 1 second longer
toggling harpoon: 6x -> 8x damage
also the graphic effect is more obvious
slasher mobs will grow their sword at the farthest vertex from the player
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
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
new gun harpoon
tech: filament - harpoon rope gets 1% longer for every harpoon ammo in your inventory
tech: unaaq - harpoon gets 1% longer for every harpoon ammo in your inventory
harpoon is pretty unbalanced, but I'm pushing it out so ya'll can let me know how I should balance it
more harpoon tech to come
2+ harpoons out at once
hold fire to extend rope longer
improved targeting: so it can hit the same target a few times
tech: controlled explosion - explosions shrink to prevent them from hitting you, cost 3 research
JUNK tech: true colors - set all power ups to their real world colors (just makes random colors)
all explosions do 33% more damage to mobs
and 75% more damage to player
boom bot explosions are 16% smaller
laser-bot does 15% more damage
missile bot fires 15% quicker
tech: phase velocity also adds 15% wave damage (because it disables phonon is was a bad choice)
many duplication tech add less duplication
Maxwell's demon now requires current energy above your max to unlock
power ups in the intro tube get pushed around a bit, this might stop them from sliding on the walls
mines when they are stuck to walls no longer collide with blocks (to not block elevator)
more bug fixes
blockBoss: new boss based on work by TheShwarma
(3x chance to randomly see blockBoss until next patch)
it's over powered, I'll probably nerf it next patch, but I want to get some feedback first on how to nerf it
hint: if you kill the boss all the mobBlocks turn back into blocks
very very small blocks are slightly limited in how fast they can be thrown
they were moving so fast they would miss their target sometimes
tech: energy conservation gives 5% energy back (was 6%)
tech: arsenal requires at least 3 guns in your inventory
tech: active cooling requires at least 2 guns in your inventory
several bug fixes
orbs replaces some power up text descriptions
player damage taken is increased by 1%
finalBoss ramps up the mob spawns more slowly, making lower damage high survival builds more effective on the finalBoss
5% laser damage increase
15% mine fire rate reduction
ctx.clip() is back for metamaterial cloaking field
it wasn't the source of the lag, firefox is just slow on my work computer
tech: buckling was disallowed, but I fixed it so you can get the tech again
20% damage for all mine modes
laser mines spin super fast when it first finds a target, and a bit faster overall
mine sentry lasts 17 seconds (2 more seconds)
desublimated ammunition comes with 7 JUNK tech
several foam tech do 5% less damage
shotgun has 1/9 less ammo
apomixis now requires 11 research
historyBoss takes 25% longer to reach it's minimum follow distance
bug fixes
perfect diamagnetism can maintain after you deactivate the field with out tech: Lenz's law
starting perfect diamagnetism is a bit smaller
tech: Meissner effect - makes perfect diamagnetism much bigger
plasma-bot removes plasma field
plasma-bot uses much less energy and does a bit more damage
plasma jet requires 1 research, increases range 50% (was 30%)
tech microextruder does 30% more damage and uses 10% more energy
relativistic momentum: laser pushes harder and slows mobs a bit to give a more predictable effect
laserBombingBoss targets faster at higher levels
you can now block shielded mobs, but your shield gets disabled for a bit
fixed bug that made perfect diamagnetism have trouble blocking too many things at once
and more small bug fixes, of course
new laserBombingBoss
I didn't do any difficulty testing, so maybe let me know if it's too easy
laser and plasma bots will target mobs bullets
non updating health bar bug fix
tech: brushless motor - drones rush more often and do 44% more damage
requires torque bursts
tech: orthocyclic winding - irradiated drones are faster and do more damage
requires irradiated drones
automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets
safari is super buggy, I'm guessing no one that reports bugs uses it.
fixed scroll bar covering up pause right side text on safari and firefox
fixed issue with ctx.setLineDash sometimes making the player dashed on safari
various other bug fixes
new boss snakeSpitBoss - it's just snake boss but it shoots little pink seekers
tech: cross disciplinary - get an extra gun or field option in tech menu
now that you can scroll the selection menu can be longer
unified field theory - now gives 6 research, in addition to letting you switch fields when paused
cardinality renamed emergence - and gives some JUNK
bug fix where game crashes if you beat the boss
missile-bot tech now removes your missile gun, but missile bot fires much faster
missile-bot now benefits from all missile tech
rail gun has a bit less ammo and fires a bit faster
in between how it is was in the last two patches
rail gun gets less energy from half-wave rectifier
Matter.World has been replaced with Matter.Composite
matter.js deprecated World
could cause problems merging your old code
(replace World with Composite in your code)
tech: many worlds - now costs 1 research at the start of each level to activate
a nerf, but also a buff because if you like a build you can freeze it by not getting research
mine gun has 25% less ammo and 33% more damage
railgun now gets 50% more ammo, but it fires slower
fixed rail gun ammo drain on misfire bug
fixed experiment gun display bug
"labs" is now in the normal map rotation
experimental mode is now endless (no gauntlet, finalBoss, ...)
fixed a bug that was giving experimental mode full life at the start
perfect diamagnetism field has a 10% larger radius and arc
the 1/15 second cooldown after blocking with perfect diamagnetism no longer stops you from blocking
it still disables field damage effects and player recoil after blocking (for 1/15 of a second)
mass-energy now works with catabolism by removing max energy to make ammo
ergodicity - now reduces difficulty by 2 levels and prevent healing from heal power ups (was all healing)
Noether violation gives even more forward recoil
blinkBoss has more health, but it's much slower at easy difficulty
blinkBoss - teleports after you, drops grenades after each teleport
sneaker (the stealthy black pentagons) - decloaks slower, moves slower, is smaller, has more health
some mobs can now sense you by "smelling" where you were
they check for a clear line of sight with your last 10 seconds of history
snakeBoss, blinkBoss, sneaker
extra bosses no longer spawn on final level
beating the final boss clears mobs that spawn after a mob dies, like powerUpBoss
phonon and isotropic radiator range reduced about 10%
shotgun techs:
(I haven't done enough testing so let me know if these different shotgun modes aren't balanced)
worm shot
ice-IX shot
foam shot
needle shot
foam lasts much longer on shielded mobs
overall foam damage is reduced about 8%
attacks that drain energy don't work when the player is immune to harm
slime, radiation fields, black holes
energy regen that consumes something (ammo, blocks, power ups) now works when immune to harm
but passive energy regen is still stopped while you are immune to harm
pilot wave field can no longer hit intangible mobs with blocks
it was too annoying that you can't use blocks to move around so I reverted it back
tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death
almost all energy regen is disabled while immune to harm
you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
Pauli exclusion gives 1 s of harm immunity (was .75 s)
CPT reversal requires 10% less energy (min energy is 60% to activate)
CPT grenades gives many more bombs
CPT bots gives many more bots
growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
sneaker mobs are a bit slower, and have much lower health
starter mobs are no longer aggressive
gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
buffBoss: group of mobs that buff their group after they die
this boss maybe unbalanced in some situations, let me know
(get them all low on health before you start killing them)
complex spin-statistics gives 1.5/7 harm immunity (was 1/7)
also tech frequency was halved
tech fermions is now on by default: thrown blocks can collide with intangible mobs
pilot wave uses 5% more energy for balance