Commit Graph

202 Commits

Author SHA1 Message Date
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
802cd90220 sentry tech
tech: cordyceps - sporangium infect mobs, making them fight for you as zombies

tech: blast ball - mines fire super balls
tech: extended magazine - sentry fires 50% more shots
  sentry works with foam, nails, or super balls

dark patterns - stacks to 9
  38->15% damage, 53->15% JUNK
electronegativity - stacks to 9
  0.12->0.1% damage per energy

bug fixes
2023-01-01 09:55:17 -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
3cbc2c7941 new images
some image updates
single column power up choice for small screens or no image setting
2022-12-20 07:58:28 -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
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
de6d910aca pigeonhole principle
tech: junk DNA - +53% spore/worm/flea damage per JUNK tech you have, +50% JUNK added to tech pool
tech: pigeonhole principle - +31% damage for each gun you have, while a chosen gun is active
  chosen gun cycles each level
  syncs well with generalist

heuristics 30->25% fire rate, and now spawns a gun
arsenal gives 13->22% damage per gun, but no longer counts your current gun
active cooling gives 18->28% fire rate per gun, but no longer counts your current gun
supply chain adds 4% JUNK
dead reckoning 36->50% damage
alternator harpoon 60->80% energy cost reduction
quickly releasing the fire button retracts harpoon early

JUNK tech - circular symmetry - ship gets 200% damage, ship only faces forward but you can rotate the universe

several bug fixes
  coupling for molecular assembler 5->8 energy per second
    but also fixed a bug where coupling was giving 10x regen
2022-10-23 19:07:07 -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
d996c4f2a2 placebo
finalBoss has a bit less health

laser lens has a glow effect
slow light has 11->7 unique beams
  slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
          20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy

JUNK tech: placebo -  +777% damage +777% defense

bug fixes
2022-10-15 08:16:01 -07:00
landgreen
3c860797b3 finalBoss boulders
finalBoss has a new phase: "boulders"
  each phase has been rebalanced
  boss health is a bit higher
  mob mines are white now

pilot wave gets +1 choice for gun,field,tech

bug fixes:
2022-10-09 20:00:28 -07:00
landgreen
c162f1074e finalBoss rework
finalBoss rework
  (this is pretty raw, so expect a bug and balance patch soon)
  finalBoss goes invulnerable a few times as it loses health
  finalBoss damage reduction is higher
    finalBoss damage reduction slowly decays as you do any damage to the boss
      damage reduction resets to normal with each new invulnerability phase
  after each invulnerability phase it randomly adds 1 more attack mode
      lasers, black hole, mines, hoppers, seekers, mobs, orbiters, oscillation

mobs die below 0.05 -> 0.01 health
  might cause bugs, but testing this out

guns and field power ups show 3 -> 2 options

bug fixes:
2022-10-05 09:33:08 -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
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
6d1e62d6b8 boost power ups
tech: virtual particles - mobs have a chance to spawn coupling power ups
  old tech virtual particles renamed vacuum fluctuation

tech: exciton - mobs have a chance to spawn a boost
  boosts are a power up that increases your damage for 10 seconds
  old tech exciton renamed non-renewables
laser tech: quasiparticles - replace all ammo with boosts

added +20px to grid elements to prevent text spillover
bug fixes
2022-08-24 06:39:00 -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
landgreen
53f1961b2d coupling tech
tech: crystallography - convert all your research into 0.25 coupling per research
tech: residual dipolar coupling - cancelling field gun or tech gives +0.5 coupling
tech: fine-structure constant - +6 coupling, eject this tech if you take damage
coupling for cloaking field now gives +33% ambush damage
  tech: ambush removed
coupling for time dilation now gives +25% longer time dilation effect
  about +2 seconds
coupling tech isn't well balanced yet, so give me feedback

non-unitary operator renamed to Hilbert space

bug fixes
2022-08-17 19:17:59 -07:00
landgreen
88f891250b coupling
tech: coupling - +1 coupling, coupling is a new stat that provides different buffs for each field
  releasing this early for feedback about balance and bugs

removed tech Pauli exclusion
  now the perfect diamagnatism coupling effect

snakeBoss tails are closer together
some bosses have a higher vision memory and response time

phonon gets 10% less ammo and 10% less damage
meta-analysis gives 2 research per use
energy drain rework
  in many situations drain no longer scales with regen
  this might have some bad side effects, let me know

bug fixes
  made several tech effects not an arrow function
  timeSkip graphical glitches might be improved
2022-08-14 19:43:01 -07:00
landgreen
fee9526268 level ban setting
new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple

snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
  snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
2022-08-11 16:46:42 -07:00
landgreen
3434869989 ricochet
tech: ricochet -  nails bounce off mobs and hit other mobs with extra damage per ricochet

tech: dye laser - 20% efficiency and 20% damage
laser diode renamed infrared diode
  40 -> 50% efficiency but you can't see the laser beam
laser-bots acquire new targets much faster
iridescence 88 -> 100% damage, a tiny bit harder to hit center of mobs
   stacks up to 3 -> 9

dynamic equilibrium scales damage with defense
  goes up to 9x stacks
neutronium 25 -> 20% slower movement

revolutionBoss laser swords are much slower and shorter
  but they do more damage
2022-07-29 10:08:10 -07:00
landgreen
cf3ba7d5f2 robotics
tech: electric generator - deflecting mobs generates energy for molecular assembler
tech: homeostasis - for each health below 100 +0.8% defense
tech: compound lens - +77% laser lens damage, +10° lens arc

tech: robotics - 2 random bots, power up choices include a bot tech option
tech: open-source - 3 random bots, 4x bot tech frequency
  renamed from previous robotics tech
slightly buffed all bot upgrades

+9% iceIX damage
catabolism uses energy instead of health if you have mass-energy
optical amplifier laser tech options include laser-bot
rule 90 and rule 30 looks better on more browsers, I hope
2022-07-24 12:45:39 -07:00
landgreen
4e29a517fc fleas
tech: fleas - replace spores with little hoppers

frame-dragging - time dilation field stops time when you aren't moving or firing, +33% defense
  the odds of finding this tech is low because I find it kinda annoying, but maybe you will like it

molecular assembler field energy meter is yellow
  wormhole is lavender
  perfect diamagnetism is blue
  time dilation is green blue
  pilot wave is black

new room in labs:  hopBossMom
harpoon now auto targets by default, but disabled when crouched
pulse + neocognitron auto targeting also disabled when crouched

bug fixes
2022-07-12 07:52:13 -07:00
landgreen
de99a27a29 resonance
tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again

JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech

bug fixes
2022-06-30 07:35:36 -07:00
landgreen
5f098c3d1e quantum eraser
tech: quantum eraser - for each mob left alive after you exit a level
  kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
  when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy

incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
  all bosses spawn fewer numbers
  spawning all 4 bosses spawns much fewer numbers

bug fixes
  loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
2022-06-28 07:43:02 -07:00
landgreen
a0ff668571 shape memory
shape-memory alloy now also increases 100% heal power ups when "ON"

smelting makes multiple harpoons that fire in a quick succession
  instead of at different angles
  costs 2 less ammo
harpoon tech filament gives +20% longer rope per ammo
ground state: 66->50% less passive energy generation

grenadier mobs have a much longer delay before they explode on death
level based lasers now damage mobs
  but don't trick mobs into touching the laser, it's rude

bug fixes
2022-06-25 20:57:06 -07:00
landgreen
784c933260 power up selection code rewrite
rewrite of the tech,gun,field selection code
  odds of new bugs is pretty high, but the code is shorter and faster, so easier to fix
path integral is no longer a JUNK tech
  lets you choose from every option on next tech
emergence is stackable
  +2 power up choices per stack

tech: integrated circuit - if ON +7 power up choices  if OFF -1

update matter.js engine 0.17.1 -> 0.18.0
  shouldn't change anything
big fixes
2022-06-22 07:21:26 -07:00
landgreen
9bc927d7ad path intergral
boss orbitals and mineBoss mines are destroyed when you deflect them with your field
drones, spores and other bullets that target mobs, will not target invulnerable mobs
timeSKipBoss is a bit slower with a bit less time skipping
  fixed color to better match level background colors

JUNK tech: path integral - your next tech choice has almost all possible choices

bug fixes
2022-06-01 19:34:29 -07:00
landgreen
06c1285828 propagator
tech: propagator - 67% damage, lose 1/2 second of time when a mob dies

timeSkipBoss is back, maybe it will not cause bugs this time
  immune to harm unless player is inside horizon
  player loses time when inside horizon

snake bosses are immune to harm until your remove their tail

mob shields are 30% stronger
time dilation: retrocausality automatically grabs power ups
eternalism 50->40% damage
paradigm shift 10->16% chance to get a research when ejecting tech
reaction inhibitor 11->13% mob health reduction
recycling 1->0.5% health for 5 seconds
  up to 2.5% per mob kill at normal max health

bug fixes
2022-05-30 12:28:05 -07:00
landgreen
779500ce21 timeSkip
new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
reactor level has big doors

nonrefundable tech show up in the pause menu
time dilation field - move, jump, and fire 25% faster
JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
2022-05-25 19:15:34 -07:00
landgreen
25037cac0d ideal gas law
ideal gas law - lose all your current foam ammo;  foam gun gets 1200% more ammo from ammo power ups
pressure vessel - has 25% more charges produced as you hold

slashBoss is a bit slower and has a bit longer between slashes
reactor SprayBoss: slower to fire, slower to move, smaller bullets, fewer in number
  just a tiny nerf though

bug fixes
2022-05-21 10:43:57 -07:00
landgreen
dd8fd925e0 you're a firework
grenade tech: flame test - grenades release a cluster of smaller explosions
grenade tech: pyrotechnics - grenades release a circle of smaller explosions
grenade tech: implosion - explosions pull things in, not out,  +25% to grenade explosion damage and radius
chain reaction no longer requires vacuum bomb
bosses and mobs have much less knock back from explosions
  invulnerable mobs have no knock back

alternator harpoon/grapple/railgun energy drain reduced by 100->60%
bots no longer unlock tech until you upgrade to a bot type
JUNK tech rule 30 is now sometimes rule 90 instead
disabled testing for why? mode

wave beam
  amplitude 50->37% damage
  propagation 50->37% damage
worms
  annelids 10-120% -> about 37% damage
radiation
  nuclear transmutation stacks 9x
    gives 70->47% damage per stack
explosions
  ammonium nitrate 27->24% damage and radius
2022-05-17 15:35:49 -07:00
landgreen
5938e06148 cherenkov radiation
tech: cherenkov radiation - bremsstrahlung damage is increased by 300% over 6 seconds
  bremsstrahlung does 2->3 damage, and also applies to block collisions

tech: nuclear transmutation - radiation sources do 70% more damage and harm

enthalpy now drops heal power ups instead of directly healing you
foam-shot has 13->15 particles, is slower, and less spread

bug fixes
2022-05-10 05:44:43 -07:00
landgreen
936741a4e7 time dilation rework
time dilation field rework
  2x energy regen, but pausing time now uses much more energy
  you are immune to harm while time is paused
    but this stops energy regen
    tech timelike is removed

eternalism gives 50% damage instead of ammo
  also disables the pause button, and other pause effects

tech: polyurethane foam - super balls turn into foam after hitting a mob
supertemporal renamed autocannon
  now gives +1 ball, and has a shorter delay between balls

harpoon and grapple no longer lose ammo when you run out of energy
  they just trigger a 2 second fire CD
slashBoss doesn't slash as often at higher difficulty levels
field descriptions rewritten

bug fixes
2022-05-01 05:56:08 -07:00
landgreen
38d356e592 eternalism
tech: eternalism - tech,gun,field gives an ammo but, time doesn't pause while choosing
  I might change the ammo to something else, not sure, maybe just damage
JUNK tech: panpsychism - awaken blocks, blocks can drop power ups

cache gives 14->16x ammo
1st ionization energy gives 8->10% max energy on heal

powerUpBossBaby immunity phase is a bit shorter

bug fixes
2022-04-27 06:00:40 -07:00
landgreen
099fc07efe scroll tech when choosing tech
you can scroll through the tech and gun menus while selecting power ups
added another classic n-gon option in settings

tech: options exchange - canceling tech,gun,field has a 90% chance for a reroll

stabber mobs now stab 15% shorter distance, but they can stab more often
weak interaction gives 5->10 max energy per unused power up

bug fixes
2022-04-25 06:35:36 -07:00
landgreen
aad1706969 no reaction
reactor
  you can skip the fight, by not pressing the button and exiting
  sprayBoss spray mode is now triggered by health loss, it fires a bit slower
  power ups now spawn high up, but some fall off the edges
  bonus Bosses can now spawn on reactor

bug fixes
2022-04-17 10:31:04 -07:00
landgreen
2dc633d2da reactor reactions
automonous navigation -> path integration
  sends spores and worms and drones to the next level with you
MIRV gives 10->12% smaller radius and damage
laser tech slow light has 33% less spacing
tech exciton gives 70%->88% damage
discrete optimization: 40%->35% damage and fire delay
degenerate matter 60->66% harm reduction while field is active
virtual particles 15% duplication is now allowed for time dilation
railgun no longer uses extra ammo when firing multiple bullets with smelting
  smelting now costs more ammo with railgun
plasma torch, ball, extruder all use 33% less energy, do 15% more damage
bremsstrahlung does 15% more damage
standing wave field gives 50 energy
  it's cooldown for blocking shields in now 0.5->0.33 s

reactor
  fight now starts when you press a button, so you can prep
  spawns more ammo 4->7, heals 0->2
  will no longer show up on levels 2,3,4
  fewer bosses spawn at high difficulty levels
  has a small chance to spawn all 3 boss types
  sprayBoss is 25% slower, but it goes immune while spraying instead of shielding

community maps have a short message onload giving credit to the author
new level element balance - it's basically spinners and rotors combined
  I'm replacing all rotors to fix potential BUGS
    sewers, house, perplex, vats

requirement text bug fixes
2022-04-16 17:28:31 -07:00
landgreen
2a5a4781a9 2 more classic n-gon dates
added 2 more classic n-gon dates

plasma ball
  does 10% more damage
  moves 20% faster
  targets mob bullets better

standing wave has a 45/60->30/60 second cooldown after blocking a shielded mob
  but, standing wave now also triggers it's CD on shields that protect groups of mobs

JUNK tech: Mech v4.48 removed
JUNK tech: cosmogonic myth - opens a random classic version of n-gon in a new tab, after 5 minutes close the tab and spawn 1 of every tech

bug fixes
2022-04-09 14:17:55 -07:00
landgreen
92b5065f71 new JUNK
JUNK tech: meteor shower - take a shower, but meteors instead of water
JUNK tech: discount - get 3 random JUNK tech for the price of 1!

bug fixes

I'll be off line until Saturday, so please don't submit any bug reports until I return
2022-03-31 05:32:09 -07:00
landgreen
62eb66a002 shape-memory alloy
tech lithium-ion - give 200 max energy when relay is ON
tech shape-memory alloy - give 200 max health when flip-flop is ON
  NOR gate now prevents damage when in the OFF state (previously ON) to work well with shape-memory alloy

harpoon crouch mode now retracts at 30% greater distance than normal with no targeting

more bug fixes of course
2022-03-30 05:59:33 -07:00
landgreen
6b2b59a115 plasma ball
plasma ball
  much more damage
  new graphics
  fast decay in mob shields
  works with capacitor
  some bug fixes

paradigm shift: 4->10% chance to give research instead of tech
harpoon density: 0.006->0.005  (lower damage and knock back to mobs)
wormhole: 7->5% duplication chance
pilot wave uses less energy
2022-03-23 19:17:56 -07:00
landgreen
d39e5c784d railgun buffs
JUNK tech - 🐱

railgun buffs
  600% -> 800% more ammo
  more dense (more damage)
  only targets mobs when pressing down
  does a bit of damage to nearby mobs after you fire
    extra damage to mob bullets

pneumatic hammer renamed caliber
  also applies to super balls
  5% less size increase per stack

pure science and unified field theory have a pause animation to show they are clickable

bug fixes
2022-03-09 20:53:38 -08:00
landgreen
50fbd618a6 bulk modulus
grapple goes 40% farther before it retracts automatically
grapple now works well with fire delay reduction
  or it's annoying, you decide!
smelting cost more ammo as you increase stacks

grappling hook tech: bulk modulus - immune to harm while grappling, but drain a bit of energy

particle collider renamed pure science - and it gives 1 research instead of energy when it fails: 4% chance
2022-02-28 05:36:58 -08:00