Commit Graph

85 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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
7f3fb1c214 explosion damage
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
2021-09-04 18:45:13 -07:00
landgreen
13cc190211 blockBoss
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
2021-08-31 05:54:37 -07:00
landgreen
9567a23cf5 MIRV
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
2021-08-22 20:35:27 -07:00
landgreen
a1f42479c0 mine buffs
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
2021-08-21 06:17:03 -07:00
landgreen
d8dd82c8a0 bug fixes 2021-08-19 06:12:05 -07:00
landgreen
37d31ffb76 shield blocking
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
2021-08-15 11:14:47 -07:00
landgreen
387d30eff5 snakeSpitBoss
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
2021-08-08 06:05:24 -07:00
landgreen
aea9276cb2 Composite replaces World
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
2021-08-06 09:20:37 -07:00
landgreen
d8e891a681 chain reaction
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
2021-08-03 06:46:19 -07:00
landgreen
7e6fc208a9 endless experimental mode
"labs" is now in the normal map rotation
experimental mode is now endless  (no gauntlet, finalBoss, ...)
fixed a bug that was giving experimental mode full life at the start

perfect diamagnetism field has a 10% larger radius and arc
the 1/15 second cooldown after blocking with perfect diamagnetism no longer stops you from blocking
  it still disables field damage effects and player recoil after blocking  (for 1/15 of a second)

mass-energy now works with catabolism by removing max energy to make ammo
ergodicity - now reduces difficulty by 2 levels and prevent healing from heal power ups (was all healing)
Noether violation gives even more forward recoil
blinkBoss has more health, but it's much slower at easy difficulty
2021-08-01 06:33:53 -07:00
landgreen
1a5071cf06 Lenz's law
tech: Lenz's law -perfect diamagnetism field stays when you aren't holding field
tech: Zeno's paradox - every 5s lose 10% of your current health, but get 84% harm reduction
2021-07-30 09:47:50 -07:00
landgreen
271791703f worm-shot, ice-shot, needle-shot, foam-shot
shotgun techs:
  (I haven't done enough testing so let me know if these different shotgun modes aren't balanced)
  worm shot
  ice-IX shot
  foam shot
  needle shot

foam lasts much longer on shielded mobs
  overall foam damage is reduced about 8%

attacks that drain energy don't work when the player is immune to harm
  slime, radiation fields, black holes
energy regen that consumes something (ammo, blocks, power ups) now works when immune to harm
  but passive energy regen is still stopped while you are immune to harm

pilot wave field can no longer hit intangible mobs with blocks
  it was too annoying that you can't use blocks to move around so I reverted it back
2021-07-25 05:53:27 -07:00
landgreen
a57639987a weak anthropic principle
tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death

almost all energy regen is disabled while immune to harm
  you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
  Pauli exclusion gives 1 s of harm immunity (was .75 s)
  CPT reversal requires 10% less energy (min energy is 60% to activate)
    CPT grenades gives many more bombs
    CPT bots gives many more bots

growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
sneaker mobs are a bit slower, and have much lower health
starter mobs are no longer aggressive

gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
2021-07-23 07:27:00 -07:00
landgreen
f590cfc99e isotropic radiator
"pressure wave" renamed "phonon"
  tech packet length removed
  most wave beam tech is now compatible with phonon

wave beam tech: isotropic radiator - phonon has shorter range but expands in every direction

drone tech: torque bursts - teleport towards targets and do 30% more collision damage

irradiated drones do 33% more damage, 33% less collisions damage
   5% more ammo, 30% less range, don't lose duration on collisions

pseudoscience only gets 3 free rerolls per tech
2021-07-15 06:14:56 -07:00
landgreen
95adf9fa06 shieldingBoss
shieldingBoss stops re-shielding after taking damage
  25% more health
  re-shielding Cooldown is 25% shorter

you can pick up ammo with laser again
  it was too annoying to switch guns

you have 1/2 second harm immunity after leaving a portal

lore conversations are better at recovering from speech API freezes
  (if the speech API doesn't work after 10 seconds it switches to pure text)
2021-07-12 15:40:43 -07:00
landgreen
1668972156 gamma ray rename free-electron laser
"gamma-ray laser" renamed "free-electron laser" to make more scientific sense
  since gamma rays would go right through walls
laser diode now makes lasers blue
free-electron laser can no longer work with laser diode

pressure wave has a bit more damage
  crouch mode works different (much higher fire rate, low arc)

integrated armament gives 35% dmg (was 22%)
  but I fixed a bug where it gave an extra 33% ammo

mine gun gets 25% less ammo
all mines do 30% more damage

trying to make shotgun better at close range and worse at distance
  shotgun slug is much slower, but does 60% more damage
  nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage

finalBoss has 15% less health

to balance all the buffs
  ammo power ups give 15% less ammo
  damage done by mobs now scales up a bit faster each level
  damage done by you now scales down a bit faster each level
2021-07-09 19:09:17 -07:00
landgreen
89ade77e14 lore conversations
to prevent misclicks when you grab two power ups in a row there is a 1/2 second delay before power up selections can register
  I also added in a 0.25 fade in effect on the power up selection menu. Can you tell?

tech: pseudoscience - adds 0-4 JUNK to the potential tech pool (was 1-5 JUNK)
tech quenching - now increases max health and does harm for over healing from heal power ups
  (was for heals at max health)
foam tech necrophoresis now makes less foam spawns if the total number of bullets is high
  to help with lag when killing packs of mobs

preparation for more lore chapters
  reworked the lore conversation code to make it easier to write
    also lore conversations should now have better timing between the text and voice
  lore conversations can now recover from some speech errors and try again with safer settings
    this seems to allow speech on my firefox browser
  added a console command to make it easier to quickly unlock testing mode
    lore.unlockTesting()

pressing "b" in testing mode now gives you 10000 research and the damage from research tech
2021-07-04 06:40:57 -07:00
landgreen
0263ef7d57 level.labs() is live, new map
new level labs is done (it's kinda randomized, so expect it to feel different each run)
  (I know there are tons of bugs, but I figure we can find them together :)

foam gun now gets about 20% less ammo
new junk tech: "emergency broadcasting" - plays some fun sounds and gives you health

updated matter.js to a newer build matter-js 0.17.1 by @liabru
  (was matter-js 0.14.2 by @liabru 2018-06-11)
  matter.js patch notes suggest a possible 30% physics performance increase
  decomp.min.js was removed because I don't think it does anything anymore
    I did get one error message about it being missing, but there were other bugs too
2021-06-24 13:52:58 -07:00
landgreen
88f595642f catabolism and inductive coupling update
catabolism - lowers your max health by 1 (was 3 harm) and gives 4 ammo
inductive coupling - gives max energy for leftover power ups (was max health)
  now requires mass-energy equivalence

switched to a newer copy, paste URL
  this seems to fix issues with failed text copy in the level builder if you hold mouse down for over 6 seconds
2021-06-19 07:23:26 -07:00
landgreen
cb2a8e4243 quenching
tech: quenching - if you're at full health heal power ups do harm but they also increase your max health

you can play with camera smoothing now in the console
  m.lookSmoothing = 0.07, //1 is instant/jerky,  0.01 is slow zoom, 0.07 is standard

more progress on level - labs
2021-06-18 13:20:02 -07:00
landgreen
fe05a57a13 toggle
tech supertemporal - fire your super balls at the same place in space, but delayed in time

super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence
  (this makes adding more balls much stronger)
gun - super balls has 15% less ammo

standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy
  this should make rapidly blocking drain upto 10x less energy
  base blocking cost have increased by 25%

wormhole gets 10% duplication (was 7%)
ice-IX does 15% more damage

new level element - toggle(x, y, isLockOn = false)
  similar to a button but doesn't require a block
  used on the level highrise
  can toggle "off and on" or "lock on"
2021-06-15 05:58:28 -07:00
landgreen
36d44c2569 balance
over all game difficulty scaling occurs faster
  your damage will feel lower, and you will take more harm,
  so you should probably play on a lower difficulty

tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
tech: inertial frame is removed
tech: automatic is now a junk tech

balance:
  dead reckoning gives 36% damage when at rest (was 30%)
  overcharge gives 10 more energy, but adds 10 junk tech
  1st ionization energy gives 6 energy per heal (was 5)
  dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
  torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
  Ψ(t) collapse spawns 3 more research, so it's at 15
  fragmentation gives 30% more nails for railgun
  ammonium nitrate +25% (was 20%)
  generalist gives 8 guns (was 6)
  arsenal gives 10% per gun (was 14%)
  rivet gun fires 25% faster, rivets are 15% larger
  shotgun slug is 33% bigger
  missile bot fires 10% more often
  tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
  beamSplitter has a 20% lower divergence
  nano manufacturing tech is all buffed 15%
  traversable geodesics gives 2 guns and ammo (was 1)
  mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
  zoospore vector has an 11% chance to spawn (was 9%)
  negentropy spawns a heal for every 33 missing health (was 50 health)
  exciton-lattice gives 60% damage
  thermocouple spawns 1-8 ice-IX (was 1-5)
  WIMPs spawn 2-6 research (was 2-3)
  quantum immortality reduces harm by 33% (was 23%)
  commodities exchange gives 10 power ups (was 8)
  super balls are 17% bigger (this means they do about 25% more damage)
  exothermic process increases damage by (was 45%)
  heat engine increases damage by 50% (was 40%)
  replication gives 10% duplication chance (was 8%)
  stimulated emission gives 22% duplication chance
  futures exchange gives 4.7% duplication chance per cancel  (was 4.3%)
  needles are 10% slower and do 15% more damage

bug fixes:
  reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
  hazards on horizontal flipped levels now correctly do damage
  ship mode aims properly after you die
    although it still doesn't reset
  experiment mode selections are highlighted better
2021-06-13 05:41:37 -07:00
landgreen
0ed604a74a tokamak
tech: tokamak - instead of throwing a block convert it into energy and a pulse explosion
  requires plasma

standing wave field no longer gives 25% harm reduction
standing wave field can now block through walls

bug fixes
2021-06-09 05:59:38 -07:00
landgreen
005436a177 level: tunnel
new community level: tunnel
by Scarlettt

drones will now pick up power ups that are in range even if they are locked onto a mob
  (if all mobs are gone they will lock onto and chase power ups)
2021-06-03 05:55:55 -07:00
landgreen
e83b84f1fb highrise
some changes to highrise level

boost bug fix
MACHO bug fix
2021-06-02 05:41:15 -07:00
landgreen
05420af818 horizontal flip
levels are now randomly flipped horizontally

removed spawn.boost( from n-gon
make boosts with these commands:
  const boost1 = level.boost(2550, 1500, 1700) //x,y, boost height
  const boost2 = level.boost(-3400, -2050, 3000)
  level.custom = () => {
      boost1.query();
      boost2.query();
also you don't have to draw the boosts any more, the query command does it for you
2021-06-01 05:56:15 -07:00
landgreen
69fec1cde7 metamaterial cloaking now does 300% more damage
added 50% chance for elevators on warehouse level

metamaterial cloaking now does 300% more damage if a mob has not died in the last 4 seconds
  removed: tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds

fixed bug with experiment not loading tech
2021-05-30 14:14:29 -07:00
landgreen
d54ca92cf7 combinatorial optimization
"cloak" and "alternate reality" now have styled text

metamaterial field damage increased to 146% (was 121%)
tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds

fix bugs where some shared build URLs were crashing on some unusual tech, like lore tech and nonrefundable tech
junk tech: not a bug - crashes the game
2021-05-30 06:14:34 -07:00
landgreen
dc81f05947 n_gon level
NEW COMMUNITY LEVEL  n_gon   by Oranger

experimenting with some code the automatically positions blocks into the center of buttons
  let me know if anything acts oddly as a result

small adjustments to maps around buttons around platforms
some bug fixes
2021-05-28 20:30:43 -07:00
landgreen
8ab86fea09 elevator
cleaned up elevator physics, added ability to hold the elevator at one location
added elevator with a on/off button to level highrise (0.6 chance to show up)
2021-05-27 07:11:39 -07:00
landgreen
f6a0eb38ee inflation
tech: inflation - thrown blocks expand, and throwing charges faster
fermions applies to thrown blocks as well

junk tech: posture - stand tall
junk tech: rhythm - you oscillate up and down

shieldingBoss no longer shields other bosses
mine damage is about 25% better
final boss leave a body
several minor bug fixes
2021-05-19 06:08:09 -07:00
landgreen
33ed7dddfa pilot wave is a bit slower
spammable methods of energy generation no longer work while immune to damage
  rail-gun, flip-flop, dynamo-bots, ice-IX, energy siphon

pilot wave follows the mouse a bit slower
  (I think this is actually a buff, because blocks stay in the field better)
a newly clicked pilot wave now begins at the player, not the mouse
  (this is just because it looks cool)

tech: many worlds, now only spawns 1 tech
  (use to spawn a heal, ammo, research too)
2021-05-14 05:16:47 -07:00
landgreen
0019143124 metastability
tech: metastability - 20% dup chance, but duplicated powers up eventually explode
nerfed tech: electric reactive armor 6% (was 7%) explosion damage reduction for every 10 energy you currently have
2021-05-10 06:20:19 -07:00
landgreen
e874f0f737 new COMMUNITY LEVEL vats
new COMMUNITY LEVEL vats by Dablux on discord!
(also the community map order wasn't randomizing right and was giving an extra level before the final boss)
2021-05-06 17:33:07 -07:00
landgreen
63832cd137 wave beam rework
community level crossfire has been nerfed a bit

**wave beam rework**

removed tech: wave packet (this is now the default mode of wave beam)
tech: imaginary number - 50% more damage, but the wave is a single strand

tech: bound state - wave bullets reflect backwards 2 times
  now stacks 9 times and works with phase velocity

tech: jabbering - wave beam fires another packet if you hold fire
  also increases wave damage by 25%
2021-05-01 15:44:05 -07:00
landgreen
07a78743be foam bug fixes 2021-04-25 04:41:30 -07:00