Commit Graph

552 Commits

Author SHA1 Message Date
landgreen
752a0034ed invariant
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
2022-01-13 07:56:08 -08:00
landgreen
71211c5f8a bug 2022-01-11 06:35:38 -08:00
landgreen
514b72c76d reservoir
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
2022-01-10 20:59:44 -08:00
landgreen
fb13826adb typo 2022-01-03 18:45:34 -08:00
landgreen
635dd728da ruins level rework
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
2022-01-03 18:39:28 -08:00
landgreen
1ef77b7971 ruins, level
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
2022-01-01 20:22:00 -08:00
landgreen
7d1b212c8a vanish platform
new training levels "stack", "mine", "grenades", "harpoon"

new map element vanish goes away after you touch it, returns in 3 seconds
bug fixes
2021-12-28 21:03:06 -08:00
landgreen
44ecb2437a super duper
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
2021-12-26 05:53:59 -08:00
landgreen
fca1d2371a ice-nine
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
2021-12-25 06:30:57 -08:00
landgreen
40ad1ec4c4 community level run
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
2021-12-24 11:22:02 -08:00
landgreen
bf7a22f243 more training levels
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
2021-12-22 08:59:10 -08:00
landgreen
9dc5c8d456 training maps
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
2021-12-20 12:03:38 -08:00
landgreen
1a5a395992 brainstorming
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
2021-12-16 05:34:04 -08:00
landgreen
bd87000277 invulnerable
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
2021-12-14 18:22:08 -08:00
landgreen
498f867738 mantisBoss
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
2021-12-13 19:11:46 -08:00
landgreen
4137d719da only 3 bosses
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
2021-12-08 20:48:18 -08:00
landgreen
92457703d5 grey intro
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
2021-12-04 15:18:32 -08:00
landgreen
66025c14e2 hammer + nail
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
2021-12-01 19:22:06 -08:00
landgreen
f8b18c7772 affine connection
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)
2021-11-28 05:28:01 -08:00
landgreen
677989dd02 torpot
change: torpor - if you have NOT killed a mob in the last 5 seconds reduce harm by 66% (no negative effect though)
2021-11-21 07:35:08 -08:00
landgreen
d68ca63695 Occam's razor
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
2021-11-20 09:05:21 -08:00
landgreen
9e7e88c28d railgun -> harpoon tech
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
2021-11-14 08:21:28 -08:00
landgreen
50314c21e9 applied science
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
2021-11-11 06:28:28 -08:00
landgreen
95fcdb10b8 block throwing trajectory
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
2021-11-07 21:09:29 -08:00
landgreen
d77dde462e planetesimals broadcast
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
2021-11-06 07:26:14 -07:00
landgreen
b5738e2480 grenade trajectory graphic
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)
2021-11-03 21:01:26 -07:00
landgreen
30e2a607bd cheaper lore
number of undefined tech needed to get lore is now lower at higher difficulty modes

bug fixes
2021-10-31 14:45:10 -07:00
landgreen
093e56dd12 retrocausality
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
2021-10-31 07:01:54 -07:00
landgreen
7af4ffdce8 field tech balance
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
2021-10-28 16:31:23 -07:00
landgreen
79e27978ec JUNK percents
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
2021-10-27 19:21:51 -07:00
landgreen
34b1a02981 neutronium
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
2021-10-24 18:28:33 -07:00
landgreen
bac02c35f6 rotary cannon
tech: rotary cannon - nail gun (and rivet gun) have increased fire rate, muzzle speed, recoil, and accuracy
experiment -parthenocarpy- spawn about 50% more mobs
2021-10-23 08:50:52 -07:00
landgreen
61b365ff6c duplicated boss health
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
2021-10-22 05:58:16 -07:00
landgreen
8c1539fa68 needle ice
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
2021-10-20 21:27:45 -07:00
landgreen
dfc0f9b574 surfactant
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
2021-10-17 19:21:25 -07:00
landgreen
19c008fec1 fault tolerance
tech: fault tolerance - spawn 9 drones that last forever, remove your drone gun

fade in after death is more gradual
2021-10-17 09:00:11 -07:00
landgreen
dbe33239fb background 10% opacity on death
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
2021-10-12 18:57:05 -07:00
landgreen
90e9e73084 refractory metal
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
2021-10-09 16:46:16 -07:00
landgreen
f135046e0b extruder
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
2021-10-07 05:49:49 -07:00
landgreen
8d1222301d wikipedia links
tech, field, and gun names are now clickable wikipedia searches
  works in pause and experiment modes
  several names have also been adjusted
2021-10-05 17:55:04 -07:00
landgreen
d81eff43fc slashBoss
new boss: slasherBoss - radially waving short distance lasers

aerogel 250%->150% foam damage

bug fixes
2021-10-04 05:37:03 -07:00
landgreen
0d2c673aec mob: slasher
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
2021-10-03 07:08:22 -07:00
landgreen
62b9d974b4 duplication animation
blackhole mobs can no longer see past stealth
adding dup chance has graphics now

bug fixes
2021-09-29 06:27:40 -07:00
landgreen
1eb58afb9d f key is bound to fire
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
2021-09-28 05:02:03 -07:00
landgreen
e39bc7c0fc symbiosis
metamaterial cloaking field 300% -> 333% damage
no-cloning theorem 43% -> 50% duplication
symbiosis lose 2% -> 1% max health
2021-09-26 19:11:56 -07:00
landgreen
4df06fcfc6 mob body slice
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
2021-09-26 06:18:52 -07:00
landgreen
7c2c142b4c pacifist
tech: pacifist - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level
junk tech: bounce - you bounce, it's kinda annoying
2021-09-23 05:27:28 -07:00
landgreen
0561caf21a bug fix 2021-09-22 05:59:38 -07:00
landgreen
f8d100ff26 harpoon balance
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
2021-09-21 06:17:41 -07:00
landgreen
0d9cb3bb4c undefined experiment
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
2021-09-19 07:00:47 -07:00