nail gun tech: stress concentration - if a mob has below 50% durability after taking damage
from needles or rivets near the center of it's body it dies
caliber 16->25% nail, needle, rivet size/damage
combined tech: flagella - spores move +50% faster
spores follow you if they can't find a target
shock wave stun also applies to sporangium
no longer reduces explosion size
JUNK tech: reincarnation - kill all mobs and spawn new ones
(also spawn a few extra mobs for fun)
updated pause menu and fields descriptions to new wording style
bug fixes
laser energy drain and damage now scale with fire delay effects
no change for pulse since it already has a fire delay
explosion harm to player no longer scales with explosion radius
explosion damage will treat all explosions the same as a basic grenade explosion
large radius explosions are much safer
acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions
CPT only triggers from damage above 1% per game cycle
so no trigger from slime hazards or black holes or mob auras
level: reactor has a horizontal flipped mode
regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken
JUNK tech: return - go back to the intro level, but keep your tech
bug fixes
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
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
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
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
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
generalist now requires 2 guns to unlock
active cooling 18->20% fire speed increase per gun
arsenal 12->13% damage increase per gun
futures exchange 4.3->4.5% duplication on cancel
perimeter defense 7->6% harm reduction per bot
unified field theory no longer gets bonus rerolls, instead it triples the frequency of field tech
removed tensor field
meta-analysis gives 3->1 research after choosing JUNK
plasma ball moves faster 7->10
bug fixes
JUNK tech density removed
it was causing the NaN bug
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
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
added 5 cycles of "coyote time"
this means you can still jump for 5/60 = 0.1 seconds after leaving the ground
let me know if you like the feel
this might cause some unexpected bugs, or reduce the difficulty of some platforming levels
JUNK tech: NFT - buy your current game seed
no one is allow to use your seeds
if they use them they are gonna get in trouble
removed the pavilion/ruins map to see if it's causing bugs
plasma ball is now live, but it's still in beta
still needs
new graphics
damage balancing
fast decay in mob shields
player angle rotation speed while firing adds to fire speed
tech upgrade to get electrical arcs that randomly damage nearby mobs
current tech synergy
capacitor bank,plasma jet(range?)
reservoir level is less crowded, so you can dodge mobs easier
horizontal flipped version is so reenabled
pure science renamed paradigm shift
difficulty scaling for heal and mob damage reduced 2%
some possible bug fixes, I don't know...
tech: autonomous navigation - drones travel with you through levels and drones reset durability
tech: technical debt - increase damage by 300%, but reduce damage by 10% for each tech you have
molecular assembler now has a higher bullet spawn cap 200->300
but it increases energy cost per spawn above around 150
fragments are about 15% fewer
thermal runaway is about 40% bigger and more damage
plasma torch: extruder uses less energy
pilot wave uses less energy
bug fixes
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
railgun and foam have a bit more ammo
capacitor bank makes foam gun fire a stream of foam
tech shift registers is now always on
(set ON/OFF to ON at the start of a new level)
tech from applied science doesn't count for various tech that convert tech into other things (pure science, many worlds)
grappling hook now shows hooks on the grapple
merged similar gun tech
needle gun+needle shot
rivet gun+shotgun slug
shockwave+blast mines
nematodes+worm-shot
necrophoresis+necrophage
the worm aspect now spawns 3 copies instead of just a lifespan reset
grappling hook - small quality of life improvements
about 30% larger, and a new shape (does more damage as a result)
continues past mobs after hitting them instead of retracting
pulls faster even at close range
sticks into walls more reliably
returns to you when you let go of fire, even when stuck
loses ammo less often
drains energy as it pulls
JUNK tech: Mech v4.48 - open a portal to a primordial version of reality (an old scratch game I wrote)
JUNK tech: harvest - convert all the mobs on this level into ammo
pause menu stats are a bit different
tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
railgun has auto-targeting, like harpoon
the aiming graphic is gone
disables filament, reticulum, toggling
unlocks capacitor bank
mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo
harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks
bugfixes
harpoon's crouch is now a harpoon sized railgun
tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts
toggling harpoon does 800 -> 600% more damage
perfect diamagnetism default field is a bit larger
bug fix with several periodic checks running off simulation time
they now run on player time and will be active during time dilation
fixed a bug where lore wasn't working
seeds are displayed in pause menu and intro map
seeds from your previous run is displayed in settings after you die
fixed some minor seed inconsistency
all runs are now seeded
seed defaults to the last 8 digits of UTC time in milliseconds
set a custom randomization seed in settings
seed controls:
at start - boss list, mob type list, level list, horizontal flip
during run - tech, gun, field choices, some custom level randomization
doesn't control: mob spawns, mob size, some minor level differences, specific level boss choices, ammo reward values, specific tech effects
bug fix with ground state
difficulty balance per level
mob harm done is reduced about 2%
player damage is increased about 2%
slasher mobs do 20% less damage
this is because they killed me on my last run and I'm bitter
mantisBoss is invincible for a less time
Zeno's paradox removes 1/10 -> 1/12 health every 5 seconds
slow, stun, plasma, foam, neutron bomb effects now only slow mobs down to a minimum speed of about 2-4
bug fixes
bounceBoss deals with slow effects in a less buggy way
final boss didn't kill invincible mobs when it dies
JUNK tech: tinker - unlock JUNK tech in experiment mode
this effect is stored for future visits on the same browser
several JUNK tech text have been cleaned up
your explosions do 8% more damage, but not more harm
grenade gun fires 5% faster
ruins/pavilion map is adjusted to be a bit easier to move around
crouching speeds up exit door animation
removed google analytics
bug fix with power ups and frozen time
bug fix with elevators and map collision
exit door has a 1 second delay and animation
reservoir map now has a flipped horizontal chance
map ruins renamed -> pavilion
all the individual !m.isBodiesAsleep are replaced with ones in the main game loop
this needs extensive bug testing?
should behave similarly to testing mode, which doesn't have issues
todo remove the checks from bullets and mobs, do this after update so it can be easy to revert
bug fixes
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
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
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"
tech: Bose Einstein condensate is removed until I can balance it
bug fixes
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
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
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
time dilation tech: retrocausality - instead of pausing time your field rewinds time, including your health
this tech replaces replaces CPT gun
works well with tech: causality bots and grenades
wormhole
activated on mouse up
draw an outline of the wormhole to show if can work at your mouse location
adiabatic healing: adds 5% JUNK in addition to 100% better heals
several tech pool frequencies have been adjusted to roughly this rule:
no requirements: 1x chance
requirements: 2x chance
(most gun and field tech)
strict requirements: 3x chance or higher
bug fixes
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
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
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
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
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 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