Commit Graph

131 Commits

Author SHA1 Message Date
landgreen
f8b4b6fde5 aerostat
tech: aerostat - +88% damage off the ground, but -22% damage on the ground
  negative mass field required

tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
  and some new images
cloaking field has a new graphic for sneak attack on the cross hairs

new community map yingYang by Richard0820

bug fixes
2023-02-13 19:48:49 -08:00
landgreen
9402cf2fe0 elasticity
tech: elasticity - skin, does "crouch landings" a tiny bit more
  jump and move faster, +15% defense
  (replaces squirrel cage rotor)

tech: diaphragm -  skin, defense cycles between -33% and +100%
  requires aperture

tungsten carbide 150->200 maximum health
  but now does "crouch landings" a more
Zectron damage 80->100% and it does a bit less harm to player
flip-flop, relay switch are no longer skins

pause brings up the most recent in game console message
  in game console no longer fades out it just instantly goes on and off

bug fixes
2023-02-07 15:41:42 -08:00
landgreen
43f3cfbae5 RPG + rocket jump
tech: RPG - gains the rocket jumping effects from electric armor

eternalism no longer makes tech options have 50% opacity when choosing

some new images for cloaking tech
and some images were made brighter

bug fixes
  safari media rules css fixed
2023-01-14 19:58:59 -08:00
landgreen
9206d47f40 repeater
tech: repeater - shotgun gets another shot, and a longer fire delay
  shotgun cross hairs show when fire is on cooldown

keys 1,2,3,4,5,6,7,8,9,0,-,= switch to a gun in your inventory
Nerfed blinkBoss health and speed
sneaker mobs are immune to harm for one cycles after vanishing
experiment button new style
new images for energy, bots

bug fixes
2023-01-08 09:14:58 -08:00
landgreen
802cd90220 sentry tech
tech: cordyceps - sporangium infect mobs, making them fight for you as zombies

tech: blast ball - mines fire super balls
tech: extended magazine - sentry fires 50% more shots
  sentry works with foam, nails, or super balls

dark patterns - stacks to 9
  38->15% damage, 53->15% JUNK
electronegativity - stacks to 9
  0.12->0.1% damage per energy

bug fixes
2023-01-01 09:55:17 -08:00
landgreen
4b195589d5 window width media rules to scale cards
card images and text scale based on browser width for smaller screens

tech Zectron - super ball can damage you, but they do more damage to mobs
  superBall bullets are converted to run off generic b.superBall()

sneakers - after taking damage if sneakers are low on life they teleport to a random point from the player's history and they sneak attack again
sneakBoss - a large sneaker that can hide several times before it dies

bug fixes
2022-12-29 21:29:41 -08:00
landgreen
feb8824bc7 not a full patch, just syncing between my 2 computers 2022-12-28 12:35:03 -08:00
landgreen
3cbc2c7941 new images
some image updates
single column power up choice for small screens or no image setting
2022-12-20 07:58:28 -08:00
landgreen
8b9511f975 card adjustments
card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
  and it will not even try to download an image above 500KB
  and it will try a different random image if it's first attempt is too big
    (gotta protect our friends with slow internet)

finalBoss
  mine mode comes in waves
  orbiters mode comes in waves, and they spawn at a radius that intersects the player

several on new level tech effects now also run on each new final Boss phase
  gun stuff, many worlds, negative entropy heal spawns

perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
2022-12-19 10:54:09 -08:00
landgreen
16834e95be added images
added images to tech, field, gun cards (enable this in settings)
  in progress - not all images are generated yet
  images are generated by me using midJourney plus significant post processing

random research power ups are 20% more common per level
global difficulty balance: player takes a bit less damage
mutualism: 0.5->1 borrowed health for 250->300% more spore damage

harpoon can still fire when out of energy, but slower
harpoon fire cooldown no longer triggers when the harpoon returns
  it's just a flat 2/3 of a second after you Fire
  improved fire rate now allows you to fire many harpoons at once until you run out of energy
default harpoon rope is a bit longer

several bug fixes and undocumented changes I forgot to list
2022-12-17 09:58:33 -08:00
landgreen
de6d910aca pigeonhole principle
tech: junk DNA - +53% spore/worm/flea damage per JUNK tech you have, +50% JUNK added to tech pool
tech: pigeonhole principle - +31% damage for each gun you have, while a chosen gun is active
  chosen gun cycles each level
  syncs well with generalist

heuristics 30->25% fire rate, and now spawns a gun
arsenal gives 13->22% damage per gun, but no longer counts your current gun
active cooling gives 18->28% fire rate per gun, but no longer counts your current gun
supply chain adds 4% JUNK
dead reckoning 36->50% damage
alternator harpoon 60->80% energy cost reduction
quickly releasing the fire button retracts harpoon early

JUNK tech - circular symmetry - ship gets 200% damage, ship only faces forward but you can rotate the universe

several bug fixes
  coupling for molecular assembler 5->8 energy per second
    but also fixed a bug where coupling was giving 10x regen
2022-10-23 19:07:07 -07:00
landgreen
2e476b46fe technology
when you die store a copy of all your tech
  they will show up at your location in the future as a power up
  this is probably buggy

CPT triggers at above 100 energy instead of above 68 energy
causality bots makes a few less bots

several tech with dynamic effects show the value of the effect in their description
2022-10-17 20:07:43 -07:00
landgreen
d7c01ef92c mass-energy rework
mass-energy is compatible with more tech
  defense works with mass-energy, but is exponentially reduced (~10%)
  damage taken scales with difficulty based heal reduction
    1.3x dmg level 5 hard,  2x dmg level 13 why

ergodicity: 91->66% damage,  no heals -> 1/2 size heals
negative feedback 0.5% -> 1% damage per missing health
negative entropy spawn heals for 33% missing health not 33 flat missing health
  this means it caps at 3 health per level
tech - iceIX freeze effect lasts 2 seconds longer, spawn 10 coupling
  perfect diamagnetism, standing wave

research is less common
path integral comes with 5% JUNK
there are fewer starting power ups on why difficulty

bug fixes:
  fixed the text overflow issue on small screens
  decoherence: if you get a tech that is banished it stops being banished
  you can now have negative research
2022-09-26 08:42:34 -07:00
landgreen
6d1e62d6b8 boost power ups
tech: virtual particles - mobs have a chance to spawn coupling power ups
  old tech virtual particles renamed vacuum fluctuation

tech: exciton - mobs have a chance to spawn a boost
  boosts are a power up that increases your damage for 10 seconds
  old tech exciton renamed non-renewables
laser tech: quasiparticles - replace all ammo with boosts

added +20px to grid elements to prevent text spillover
bug fixes
2022-08-24 06:39:00 -07:00
landgreen
fee9526268 level ban setting
new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple

snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
  snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
2022-08-11 16:46:42 -07:00
landgreen
3e8f07ab04 patch
field tech: patch - after cloaking recover 75% of last health lost using that much energy
  taking damage now forces decloaking
field tech: dynamic equilibrium - increase damage by 5% the value of your last health loss

foam has less velocity after a mob it's stuck to dies
snakeBoss becomes vulnerable if you remove any of the first 3 body segments
  body segments have more health

bug fix: quantum eraser now removes mobs in a more random order
  it used to have a too low chance to remove bosses
2022-07-26 08:26:05 -07:00
landgreen
5f098c3d1e quantum eraser
tech: quantum eraser - for each mob left alive after you exit a level
  kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
  when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy

incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
  all bosses spawn fewer numbers
  spawning all 4 bosses spawns much fewer numbers

bug fixes
  loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
2022-06-28 07:43:02 -07:00
landgreen
e68ed81ba1 more wording
updated pause menu and fields descriptions to new wording style
2022-06-15 07:10:01 -07:00
landgreen
e3d6ffce43 text rewording
tech: freezer burn - if a mob is frozen while below 33% health, it dies
tech: flash freeze - if a mob is above 66% health it's health is set to 66%

snakeBoss 1st tail mob is larger and farther from boss
parthenogenesis your duplication effects extend to duplicate mobs and bosses
WIMPs do 33% less harm  (because they are hard to deal with on reactor)
MACHO 66->60% defense
axion 75%-> 100% of defense added to damage

full tech wording rewrite (I probably made a few typos)
  increase damage by 10% -> +10% damage
  20% fire delay reduction -> +20% fire rate
  taking harm -> losing health
  50% harm reduction -> +50% defense
    new defense text effect
  extra long minus sign - -> –

bug fixes
2022-06-14 09:00:01 -07:00
landgreen
099fc07efe scroll tech when choosing tech
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
2022-04-25 06:35:36 -07:00
landgreen
dde4432279 plasma ball
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...
2022-03-20 15:43:51 -07:00
landgreen
d39e5c784d railgun buffs
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
2022-03-09 20:53:38 -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
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
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
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
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
1f471cf941 orbs
orbs replaces some power up text descriptions

player damage taken is increased by 1%
finalBoss ramps up the mob spawns more slowly, making lower damage high survival builds more effective on the finalBoss
5% laser damage increase
15% mine fire rate reduction

ctx.clip() is back for metamaterial cloaking field
  it wasn't the source of the lag, firefox is just slow on my work computer
tech: buckling was disallowed, but I fixed it so you can get the tech again
2021-08-27 06:01:57 -07:00
landgreen
2e406c5264 orthocyclic winding
tech: brushless motor - drones rush more often and do 44% more damage
  requires torque bursts
tech: orthocyclic winding - irradiated drones are faster and do more damage
  requires irradiated drones

automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets

safari is super buggy, I'm guessing no one that reports bugs uses it.
  fixed scroll bar covering up pause right side text on safari and firefox
  fixed issue with ctx.setLineDash sometimes making the player dashed on safari

various other bug fixes
2021-08-11 20:40:17 -07:00
landgreen
3977b44ec7 scroll menus
shotgun balance
  ice-shot: less spread, higher damage, more crystals
  needle-shot: more needles, higher damage, less spread
  foam-shot: 1 more bubble

power up selection and pause menu elements scroll individually now
  it looks great on my computer, but different operating systems and browsers are unpredictable
  let me know if text is hidden or if it doesn't scroll for you and what OS and browser you're on
2021-07-26 06:15:06 -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
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
4405327828 block
"block" is now styled text
blocking with a shield is now called deflecting

added 100% block damage buffs to flywheel and inelastic collision
restitution now spawns 2 power ups (up from 1)

about 75 edits to tech requirement text
2021-05-19 16:34:36 -07:00
landgreen
14dfc4a145 restitution doesn't work with pilot wave
pilot wave energy is back to it's old energy settings
tech: restitution - now only triggers power ups from blocks thrown by the player
  (this makes pilot wave and naturally falling blocks not spawn power ups. flywheel will work if a block was thrown in the last 3 seconds)

standing wave harmonic has reduced blocking recoil
2021-05-16 06:36:23 -07:00
landgreen
29dee3536f triple point
perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields)
perfect diamagnetism can get bremsstrahlung now

standing wave harmonic field blocks now block large mobs more reliably

tech: triple point - blocking makes iceIX crystals
  unlocked with: standing wave harmonic field or perfect diamagnetism
2021-04-21 19:57:53 -07:00
landgreen
4848cc4e73 1-body problem
tech: 1-body problem - do 100% damage if there is only 1 active bullet

experiment mode and junk tech: random aiming

bug fix - sniper, shooter aiming might be improved (no more firing backwards)
  or maybe I just made it worse, let me know

bug fix - Shift registers

working on rewriting the way backgrounds and foregrounds are drawn on each level (in progress)
2021-03-30 05:23:56 -07:00
landgreen
69b416b203 ergodicity, tooltips
tech requirement info UI updated in experiment mode

tech: ergodicity - remove heal power ups and heal tech,  reduce difficulty by 2 levels
2021-03-19 19:15:52 -07:00
landgreen
05fcb823b2 planned obsolescence
bug fixes
  strong anthropic principle does 0.03599% more damage
  spores can stick to rotating blocks now
  probably fixed the new wormhole field while targeting a block -> crouch lock bug
  ceramic needles now correctly bypass shields

needles fire 3 at a time with a short delay and no spread

tech: planned obsolescence - 3x drone ammo, 1/3 drone nano-scale energy cost, but 53% reduced drone life span
2021-03-16 05:03:50 -07:00
landgreen
abed965f7b frequency
tech: robotics - 3x frequency of bot tech, spawn a random bot
tech: statistical ensemble - 10000% increased frequency of recursive tech you already have

non-refundable tech can no longer display as "off" in the experiment menu when you click it a second time
  these tech can't be removed with out resetting
  please don't submit bug reports about this...

added more junk tech
2021-03-04 04:47:51 -08:00
landgreen
e3ef0f00e3 flip-flop
tech: flip-flip - does nothing, except toggle on collisions
tech: NOR gate - when flip-flip is ON take 0 harm from collisions
tech: NAND gate - when flip-flip is ON do 55.5% damage
tech: transistor - when flip-flop is ON regen 22 energy/s, when OFF drain 3.1 energy /s
tech: shift registers - set flip-flop to ON with a new level
2021-02-28 08:03:47 -08:00
landgreen
c085b30af4 in game music
mob effect: freeze - now only slows mobs down
  all freeze effects are about 50% longer

junk tech: music - adds background music to n-gon
junk tech: performance - adds fps tracker to n-gon

tech: dormancy - if a mob has died in the last 5 seconds increase damage by 50% else decrease damage by 50%
tech: torpor   - if a mob has died in the last 5 seconds reduce harm by 66% else increase harm by 33%
2021-02-19 06:13:33 -08:00
landgreen
7e963881f6 orbitals
ship mode can be found in the experimental menu

some mobs now have orbitals at random
new level boss: orbitalBoss

most late game bot tech has been buffed
tech: get 2 random bots, also when you switch guns cycle all bots to the same type
2021-02-17 06:44:33 -08:00