tech cloning requires > 25% dup chance, and is now only 2x (was 3x) your dup chance for a second boss
playing with the 4 community levels now removes 4 random levels from the level list
tech: dark patterns - reduce combat difficulty by 1 level and add 16 junk tech to the potential tech pool
tech: cloning - chance to spawn another level boss = 3x your duplication chance
tech: dynamo-bot: a bot follows your history, damages mobs, and regens energy when it gets close
tech: dynamo upgrade: more energy regen
duplication bug fix
renaming custom mode -> experimental mode
experimental mode is available again even without completing lore
mob: sneaker is a bit faster and stronger
(the invisible one that attacks from stealth)
tech: unified field theory - switching guns uses a reroll to cycle your field
lore: chapter 1 and 2 are now somewhere in the game
lore is the same for all difficulty levels
testing mode and custom are now locked by default until you reach chapter 1
or just hack the game to skip the lore and enable testing and custom
localSettings.loreCount = Infinity;
localStorage.setItem("localSettings", JSON.stringify(localSettings));
bug fix: performance greatly improved on drawing multiple duplicated power ups
various bug fixes
Laser+slow light prop+crouch= all but one laser stays in original position
CPT rewind and gun: correctly put you back into a crouch position
Higgs + rail gun allows movement
blocks don't linger at the bottom of portals anymore
squirrel cage - move even faster, but take 5% more harm
tech: iridium-192 - explosions are radioactive, +80% damage, spread over 4 seconds
health background finally updates to show max health changes
tech: rest frame is removed
tech: inertial frame - gain 66% fire rate, but you can't fire when moving
tech: dead reckoning - when at rest do 33% more damage
requires inertial frame
tech: Galilean group - when at rest take 50% less harm
requires inertial frame
tech: active cooling - 15% faster fire rate for each gun in your inventory
tech: specialist - spawn a random power up for each gun in your inventory
(not available in custom, requires tech: generalist)
tech: complex spin-statistics - become immune to harm for 1s every 7s
requires Pauli exclusion
even less difficulty ramp after killing final boss
reroll renamed -> research
spore damage increased 25%
ice IX has it's damage buffed by 50%, and freeze effect lasts 2s (up from 1s)
ice IX is no longer a gun
but you can still get it for nano-scale field (and it's pretty strong)
tech: heavy water was removed
tech: correlated damage - duplication chance also gives % damage
(also added some minor nerfs to other duplication tech for balance)
beating the final boss automatically increases the difficulty mode for this run and future runs
some foam balancing, mostly buffs
standing wave harmonics gets 15% harm reduction again
updated in game console style and all messages to match real game commands
new names inline with lore, mod -> tech, game -> simulation
this is probably going to cause many minor bugs, so let me know what you find
new reroll display in power up selection
tech: rocket-propelled now works with all grenade tech
new level boss that fires 2 streams of small bullets that chase you
mod: add a CPT gun to your inventory that rewinds your history, reverts your health, position, velocity for 10 seconds
I expect that spamming rewind has some overpowered combos.
Let me know what you find, and your ideas on balance.
your build url can now be copied in the pause screen
mod: inductive coupling - 4 max health per power up, but limited to 44 max health per level (replaces crystalized armor)
mod: transceiver chip - use all the power ups left over at the end of a level
mod: catabolism - does a flat 5 damage to your health for 3 ammo (was 2% of max health for 1 ammo)
field - wormhole now has a 10% chance to duplicate power ups
mod: erase - remove rerolled mods from the selection pool
custom now lets you reproduce builds that only occur in game when a mod/gun/field is removed is ejected
example: in custom you can get time dilation only mods, then jump over to nano scale field and keep the crazy time dilation regen
this might cause some problems, let me know if anything gets weird
all bot upgrade mods are improved by about 33%
mod superdeterminism - spawns 6 mods (was 3)
mod: futures exchange - canceling power ups increases duplication chance by 4%
mod: monte carlo experiment - spawn 2 mods, but you have a 50% chance to lose a random mod
requires duplication mods, not available in custom
mod: exchange symmetry - spawn 1 mod with double your normal duplication chance
requires duplication mods, not available in custom
you can see your build while in the power up selection menu
balance - metamaterial cloaking field gives 111% more damage (up from 66%)
mod: Newton's 1st law - harm reduction when moving fast (thanks NoHaxJustPi)
mod: Newton's 2nd law - damage increase while moving fast
mod - neutron bomb is a grenade mod, it's damage is 33% higher
direct hits also apply radiation damage over time
missiles aim better, accelerate quicker, push blocks out of the way better
crouch fire mode rapidly launches missiles vertically
bug - spider boss move at full speed again (watch out)
bots that uses energy stop when you hit 50% energy if you have mass-energy mod
you get a warning before you overwrite your current gun due to integrated armament
gun - flak is removed
mod: High-explosive incendiary, or incendiary rounds
shotgun: several large explosions
nail gun: rapid fire explosions
drones: drones explode on impact
super balls: explode on contact
you can view the patch notes for the last few commits from the game menu
this uses the github API, so it might have some delay
overfill mods add energy instead of setting energy to a value
bug - blocks in vertical portals can get stuck inside the portals
fixed, but only for one portal... oh well
mobs that make a scrap bot, don't leave a block body anymore
missile moves slightly differently
it used to slow when locked on to a target
now it slows when turning
missiles explode when near any mob
wormhole mod: cosmic string - now stuns mobs and applies radiation damage
mod time dilation: - quadruple your default energy regeneration
added final boss level, it's still in progress so I'd love some feedback
also the game loops back to the intro level after the boss
I'll be working on the ending in the next patch, so the intro level is just a placeholder
gun: pulse is now a mod for laser
mod: beam splitter applies to pulse
difficulty balancing
(this needs to be done as more mods are added to the game to prevent power creep)
all modes are a bit harder
if you used to play why, try the new hard
if you used to play hard try the new normal
power ups drop more often from bosses on all modes
mods ejected from Bayesian statistics can't duplicate
the power up boss moves faster, has less health,
it will eject one of your mods after a collision
and two health power ups
mod ammonium nitrate: increase explosion damage and area by 25%
also other explosion mods have been rebalanced (damage buffed, but self damage is also higher)
field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in
mobs don't do much in worm hole yet, but that is coming with future mods
mod: recursion - gives missiles a 30% chance to spawn a larger missile when they explode
mod: electric reactive armor - immune to harm from explosions while energy is full (was 80%)
mod: ammonium nitrate - explosions are 60% bigger, but they do 300% more damage to you
mod: trinitrotoluene - explosions are 50% smaller and do 71% more damage
blocks drift towards the center of pilot wave's field
mod: Bayesian statistics - no longer stops ammo spawns
30% to double power ups, but ejects a mod when you take damage
mod: exciton-lattice - 40% damage, but no ammo can spawn
after you die, you can find the build you used in the custom menu
shooterBoss - smaller, but more massive,
aims better at short range, and fires faster
bomberBoss fires faster, bombs are more likely to split
mod: osmoprotectant - stunned or frozen mobs cause no harm
zoom now only works in testing mode with keys: i / o
minigun is now nailgun (higher damage, lower ammo)
mod: pneumatic actuator - nail gun's ramp up time is 50% shorter
mod: powder-actuated - removes ramp up time and increases nail speed
removed mod depleted uranium
mod: super size - larger super balls