the level list now has 2 levels randomly removed to bring the total back to 13
15 level play session felt too long
tech: invariant - use energy to pause time while placing your wormhole
reservoir level has wider platforms, and some other changes
Zeno's paradox 83->85% harm reduction
supply chain no longer gives 5% JUNK
vector field renamed -> tensor field: also gives 7 research
new map reservoir - still in development, but putting it out for feedback
tech: optical amplifier - get 3 random laser tech, but you can't turn off your laser until you run out of energy
slow light - lasers are slightly closer together at higher stacks of this tech
research power ups no longer log to the "in game console" to prevent spam
dynamo-bots give 6->7 more energy (upgraded 20->23)
some Boss invulnerability times are very slightly shorter
music tech now links to actual n-gon music
https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn
ruins level is larger, more balanced for combat, with easier platforming
vanish element
vanish slower if they are wider
delete blocks caught inside it as it returns
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
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
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
intro screen is more grey
experiment button is larger and darker
tech: nanowires - needles tunnel through blocks and map, +20% damage
Occam's razor gives 40->50% damage for each removed tech
determinism no longer removes the cancel button
superdeterminism now removes the cancel button and research, but doesn't remove gun and field power ups
railgun damage is doubled
regression does more damage per hit: 5->6% vs. mobs and 0.5->1% vs. bosses
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: 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
block throwing and mines when crouched now have trajectory prediction, like grenades
all bot upgrades are about 20% better
Ψ(t) collapse gives 16->21 research
spores and drones have up to 20% shorter life span when the number of active bullets is high
1st ionization energy gives 7 -> 8 max energy per heal
permittivity renamed weak interaction
weak interaction gives 4 -> 5 max energy per unused power up
transceiver renamed electroweak interaction
fixed about 70 different requirement text situations
tech: inductive coupling - regen is increased by 500%, but you only regen when crouched
tech gun turret gives 55% -> 60% harm reduction
also I fixed a bug where it was giving 45% not 55%
old tech inductive coupling is renamed: permittivity
permittivity gives 3 -> 4 max energy per unused power up
1st ionization energy gives 6 -> 7 max energy per heal
tech expansion - no longer costs energy to expand standing wave field
JUNK tech planetesimals now can spawn tech in n-gon
or kill the player in n-gon
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)
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
field tech balance:
pilot wave has access to more field tech: time crystals, WIMPs, no-cloning
time dilation: can get symbiosis
flux pinning: 2s -> 4s stun on blocking
zero point energy: 74 energy -> 100 energy
tessellation: 4->2 research cost
bremsstrahlung: 33% more damage
triple point: 50% more ice
bug fixes
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
tech: needle ice - needles make 1-2 ice 9 after they impact a wall
needle shot gun fires 1 less needle
most harpoon tech are about 5% better
JUNK tech: negative friction - you speed up when you touch walls
no-cloning theorem: 42% -> 38% dup chance
symbiosis: 2 tech -> 1-2 tech after a boss dies
quenching gives 10% less max health for over heal
tech: surfactant - remove foam gun, get 3 foam bots, upgrade all bots to foam
you can now have a chance to see gun removing tech even when that gun isn't active
n-gon title draws in 1/2 the time
I'm getting flagged by google search that my loading page takes a long time to full render, so this might remove the flag
the site is very fast to load, but I think google is getting confused by the title animation
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
plasma extruder
extruder lag issues should be fixed!
extruder graphics have a cool glow
45% more damage
20% more energy drain
slows mobs a bit more
extends faster
it can hit mobs that get near it now instead of just inside it
plasma jet now works with extruder
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
pausing time or being cloaked gives you 50% harm reduction from mob collisions
no-cloning theorem duplication => down to 42%, but no longer removes 1% on bosses
dazzler => drains 25%->10% energy, and it has a 15% bigger radius
boson composite => only drains energy when you touch shields
'F' key lets you fire, and it can be rebound to other keys
might be some bugs here, I didn't do much testing
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
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