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
grappling hook is now a field (work in progress)
reworked physics to allow faster speeds, but more control
improved rate of power up grabbing
more player control to hook retraction rate
changed hook shape and field image graphics
grappling hook field coupling, more tech, bug fixes, and general polish to be added soon
aerostat - 88->100% damage in air 22-> 25% damage on ground
foam damage reduced 10%, ammo increased about 10%
after hitting an invulnerable mob (drones,spores,worms,iceIX,fleas) don't die or lose cycles
added JUNK tech: mobs! - summon 20 random mobs
added announcement of mob names in console at start of new level
bug fixes
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
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
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
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
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
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
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