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
harpoon damage is increased 30%
picks up power ups from farther away
harpoon's range has been reduced about 20%
filament and unaaq require about 40% more ammo for the same effect
harpoon density lowers when it retracts
so it doesn't do as much damage on retracting
more bug fixes
tech: toggling harpoon - after picking up a power up with the harpoon, your next harpoon is 7x more dense
this probably needs to be balanced in the next patch
tech: regularization - use 6 research to increase renormalization by 10%
(renormalization is 40% chance to get research when you use research)
tech: bot fabrication uses 2 research to build a bot (+1 cost every 5 bots)
tech: uncertainty principle now applies to wave beam in addition to foam
tech: integrated armament gives 19.95% damage (was 23%)
level: labs - platforming rooms have been simplified
start with 7/7 undefined tech if you choose an -experiment- and no other tech
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
gun alt fire is determined by the down key not the player crouch state
(so you can control alt fire when in the air or stuck in a tunnel)
I did this with text replace, so it could produce some bugs
harpoon
automatically uses power ups that return to player
will aim at harder to hit targets, and possible miss
returns extra fast if it is far from the player
bullets last a bit longer so they don't despawn early
cd on miss fire lowered to 1.5s (was 3s)
bugs fixes
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
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
tech: MIRV - now effects grenades and super balls in addition to missiles
no change for super balls and missiles, but this is a new tech for grenades
undetonated mines are returned at the end of a level
removed tech: mine reclamation
mine gun has 30% less ammo
laser mines do 7% less damage
booby trap now comes with 53 JUNK (up from 33) but it's mines can be returned for ammo
removed ctx.clip() from metamaterial cloaking field for performance reasons
the graphics look a bit different now, maybe not as good, maybe it's just different
iceIX bullets last 50% less time, but do 50% more damage and have 25% more thrust
so it's more of a close range bullet
ice-shot has 2 fewer bullets
tech: blast mines - mines stun when they activate
laser mines only fire if crouching (so you can fire normal mines when energy is low)
mines now includes the radius of the mob when calculating mobs in range
so it will detonate from the final boss from farther away
mines have a small random chance to detonate from targets up to 40% father away
time dilation field drains less energy for the first few seconds, but linearly ramps up energy drain as you stay frozen in time
unfreezing time returns you the normal drain rate in half the time to ramp up
this should be a buff for all situations, except someone who has a huge external source of energy
360 wave beam has reduced mob slow effect
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
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
tech: chain reaction now requires vacuum bomb, but it increases grenade radius and damage 33%
(and makes blocks explode)
needle gun fires with more regular timing
needles despawn 1.5s faster, for performance reasons
intro level power ups are relocated
tech: decomposers renamed necrophage
if mobs are one shotted before they see you, they no longer alert nearby mobs
clicking on a mob in testing will log that mob in console
"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
tech: Lenz's law -perfect diamagnetism field stays when you aren't holding field
tech: Zeno's paradox - every 5s lose 10% of your current health, but get 84% harm reduction
shotgun balance
ice-shot: less spread, higher damage, more crystals
needle-shot: more needles, higher damage, less spread
foam-shot: 1 more bubble
power up selection and pause menu elements scroll individually now
it looks great on my computer, but different operating systems and browsers are unpredictable
let me know if text is hidden or if it doesn't scroll for you and what OS and browser you're on
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
2 more lore chapters (5 total now)
entering testing mode makes a sound now
reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations
I hope this will increase build variety and also give more value to making good tech choices
countless bug fixes and wording fixes
mobs have a new trait mob[i].damageReduction
"pressure wave" renamed "phonon"
tech packet length removed
most wave beam tech is now compatible with phonon
wave beam tech: isotropic radiator - phonon has shorter range but expands in every direction
drone tech: torque bursts - teleport towards targets and do 30% more collision damage
irradiated drones do 33% more damage, 33% less collisions damage
5% more ammo, 30% less range, don't lose duration on collisions
pseudoscience only gets 3 free rerolls per tech
"gamma-ray laser" renamed "free-electron laser" to make more scientific sense
since gamma rays would go right through walls
laser diode now makes lasers blue
free-electron laser can no longer work with laser diode
pressure wave has a bit more damage
crouch mode works different (much higher fire rate, low arc)
integrated armament gives 35% dmg (was 22%)
but I fixed a bug where it gave an extra 33% ammo
mine gun gets 25% less ammo
all mines do 30% more damage
trying to make shotgun better at close range and worse at distance
shotgun slug is much slower, but does 60% more damage
nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage
finalBoss has 15% less health
to balance all the buffs
ammo power ups give 15% less ammo
damage done by mobs now scales up a bit faster each level
damage done by you now scales down a bit faster each level
pressure wave balance - slightly more ammo
gamma-ray laser does 200% damage and 250% more drain (was 150% damage, 200% drain)
gamma ray now doesn't lock out other laser tech
hidden variable now gives 15, not 30 heals
tech: pressure wave - wave beam fires lower frequency, higher damage, wide arcs that propagate through solids
tech: gamma-ray laser - increase laser damage by 150% and energy drain by 200%
works for all lasers except pulse
tech: specular reflection - now just gives +2 laser reflections (was +1, and damage/energy increase)
you, pilot wave, and drones can't pick up ammo if you have Infinite ammo on your current gun
wormhole still eats everything
Bayesian statistics gives 4.2% damage per research (was 3.9%)
bot fabrication needs 3 research to make a random bot (was 4)
to prevent misclicks when you grab two power ups in a row there is a 1/2 second delay before power up selections can register
I also added in a 0.25 fade in effect on the power up selection menu. Can you tell?
tech: pseudoscience - adds 0-4 JUNK to the potential tech pool (was 1-5 JUNK)
tech quenching - now increases max health and does harm for over healing from heal power ups
(was for heals at max health)
foam tech necrophoresis now makes less foam spawns if the total number of bullets is high
to help with lag when killing packs of mobs
preparation for more lore chapters
reworked the lore conversation code to make it easier to write
also lore conversations should now have better timing between the text and voice
lore conversations can now recover from some speech errors and try again with safer settings
this seems to allow speech on my firefox browser
added a console command to make it easier to quickly unlock testing mode
lore.unlockTesting()
pressing "b" in testing mode now gives you 10000 research and the damage from research tech
tech: pseudoscience - renewing power up choices costs no research, but adds 1-5 JUNK to the potential tech pool
>update text now shows the last 20 updates and has a scroll bar
tech: abiogenesis - spawn a second level boss on each level, but costs 5 research or if you don't have the research add 49 JUNK tech to the pool
note to level builders I rewrote the add duplicate boss code in all levels: spawn.secondaryBossChance(x,y)
foam tech: uncertainty principle - foam bullets change position randomly, increase foam damage by 66%
throwing blocks now charges faster with reduced fire cooldown
tech renormalization now has a 40% chance to refund a research (was 37%)
performance- now precalculate player gradient fill
tech - radioisotope generator - drones have the effect of neutron bomb, but you get less ammo
bug fix - reduced tolerances now properly gives extra ammo
water shielding now protects you from all radioactivity, but only gives 75% protection
(drones, neutron bomb, radioactive explosions, and even slime)
final boss has more durability in it's final phase
final boss no longers gets knocked around as much from explosions
level.warehouse predraw lighting for performance
bug fix on sewers where slime was doing too much harm
tech: quenching - if you're at full health heal power ups do harm but they also increase your max health
you can play with camera smoothing now in the console
m.lookSmoothing = 0.07, //1 is instant/jerky, 0.01 is slow zoom, 0.07 is standard
more progress on level - labs
over all game difficulty scaling occurs faster
your damage will feel lower, and you will take more harm,
so you should probably play on a lower difficulty
tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
tech: inertial frame is removed
tech: automatic is now a junk tech
balance:
dead reckoning gives 36% damage when at rest (was 30%)
overcharge gives 10 more energy, but adds 10 junk tech
1st ionization energy gives 6 energy per heal (was 5)
dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
Ψ(t) collapse spawns 3 more research, so it's at 15
fragmentation gives 30% more nails for railgun
ammonium nitrate +25% (was 20%)
generalist gives 8 guns (was 6)
arsenal gives 10% per gun (was 14%)
rivet gun fires 25% faster, rivets are 15% larger
shotgun slug is 33% bigger
missile bot fires 10% more often
tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
beamSplitter has a 20% lower divergence
nano manufacturing tech is all buffed 15%
traversable geodesics gives 2 guns and ammo (was 1)
mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
zoospore vector has an 11% chance to spawn (was 9%)
negentropy spawns a heal for every 33 missing health (was 50 health)
exciton-lattice gives 60% damage
thermocouple spawns 1-8 ice-IX (was 1-5)
WIMPs spawn 2-6 research (was 2-3)
quantum immortality reduces harm by 33% (was 23%)
commodities exchange gives 10 power ups (was 8)
super balls are 17% bigger (this means they do about 25% more damage)
exothermic process increases damage by (was 45%)
heat engine increases damage by 50% (was 40%)
replication gives 10% duplication chance (was 8%)
stimulated emission gives 22% duplication chance
futures exchange gives 4.7% duplication chance per cancel (was 4.3%)
needles are 10% slower and do 15% more damage
bug fixes:
reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
hazards on horizontal flipped levels now correctly do damage
ship mode aims properly after you die
although it still doesn't reset
experiment mode selections are highlighted better
tech: MACHO - an object follows you and gives you harm protection when you are inside it's halo
several nano-scale field tech now require some research, and have been buffed
nano-scale mycelium, ice-IX, missile tech now consume 20% less energy to produce bullets
nano-scale bot tech: spawn an extra bots
some bug fixes
tech: metastability - 20% dup chance, but duplicated powers up eventually explode
nerfed tech: electric reactive armor 6% (was 7%) explosion damage reduction for every 10 energy you currently have
random tech spawn chance now scales with levels clear (zero chance after level 10)
(it used to scale with total tech acquired, but you probably will not even notice this change)
tech: crystallizer - mods produce ice-IX crystals when they die
tech pulse and tech slow light now work together for laser beam,
(I think it is pretty dangerous to try them together though)
more wave beam balance
backward induction costs 2 research now, also it is fixed (it would sometimes give an extra tech or the wrong tech)
powerupBoss now gives research and ammo when it hits you, not 2 heals (it still ejects one of your tech also)
tech: non-unitary operator - taking damage randomizes your run, reduce difficulty by 2 levels
perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields)
perfect diamagnetism can get bremsstrahlung now
standing wave harmonic field blocks now block large mobs more reliably
tech: triple point - blocking makes iceIX crystals
unlocked with: standing wave harmonic field or perfect diamagnetism
bots are now nonrefundable, so they don't display as a tech when you select them
this might introduce some errors, please let me know if you see something
bot counts can be seen in pause menu
the final boss will spawn progressively more mobs if you don't kill it quickly enough
levelBosses are also more likely to spawn on the final boss
added community map - crossfire
by iNoobBoi
tech: automatic - always fire, but get 2.5x ammo
requires inertial frame
tech: drone repair - while drones are your active gun, drones respawn with a 50% chance to consume ammo
bug fix - grower mob becoming immune to damage when shielded and growing bigger than shield
relay switch - toggles ON/OFF when you pick up a power up
tech: ice IX condenser - if ON make a couple Ice IX crystals every second
more bug fixes (pulse color, backwards induction giving too many tech)
mobs can now see through blocks
mobs spawns and level spawns have been adjusted to prevent getting zonked at the start of a level
more bug fixes (many worlds, disintegrated armament)
tech: backward induction - gain all the tech options you didn't choose from your previous tech selection menu
some tech is now only 50% likely to show up
I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency
reset on experiment menu should now clear power ups and bullets
fixed bug with no heals
tech: electrostatic induction - foam bullets are attracted to nearby mobs
portals on perplex map, now remove blocks that fall in
new community map! coliseum by iNoobBoi
a few more tech can be refunded properly
nonRefundable tech don't show up in the list of tech you have
meta-analysis - if you choose a junk tech you instead get a random tech and spawn 2 research
micro-extruder should have 50% less lag
new community level testChamber2! by Oranger on n-gon discord
(be sure to enable community levels in settings)
new mob: pulsar - aims at player and does damage in an circle
(set to 3x chance to show up until the next patch)
several tech that were nonrefundable now can be removed and refunded
added several bug fixes
some tech now has 2x,3x,4x frequency of showing up
(most tech is at 1x, a few are at 2x if they have a rare requirement to unlock)
reworked junk and lore tech systems
(might be some new bugs)
tech that used to just summon a power up now also increases tech frequency
removed the 4 perpetual techs
maybe fixed immune boss bug on detours level