tech: chain reaction - blocks caught in explosions, explode
tech: shock wave reduces explosion damage by 30% (was 40%)
slime hazards now draw themselves in hazard.query()
I updated all the maps to remove hazard.draw()
but maybe I missed one let me know if you find a buggy slime
laser hazards also draw themselves in hazard.opticalQuery()
2/6 rooms for new level.labs() are completed
historyBoss has a much smaller damage radius, but it does 2x more damage
also history boss has updated graphics
no the dotted lines on the player isn't a bug
inertial mass - negative mass field is larger and you accelerate faster
also moves blocks horizontally while the field is active
junk tech - hide your health bar, spawn 30 health
bug fixes
tech removed: frequency resonance
standing wave tech: spherical harmonics - standing wave oscillates in a 3rd dimension, increasing deflecting efficiency by 60%
standing wave tech: expansion - using standing wave field drains energy to temporarily expand its radius
removed tech: supersaturation - 50 max health
tech: tungsten carbide - gain 100 max health, but take falling damage
supercapacitor renamed Maxwell's demon
energy above your max decays 92% slower. add 16 junk tech
(was 70% with no junk tech)
mine synthesis renamed booby trap
spawns a mine when ever you pick up a power up, add 9 junk tech
tech: MACHO - an object follows you and gives you harm protection when you are inside it's halo
several nano-scale field tech now require some research, and have been buffed
nano-scale mycelium, ice-IX, missile tech now consume 20% less energy to produce bullets
nano-scale bot tech: spawn an extra bots
some bug fixes
"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
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
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
ice-IX does 15% more damage
tech: WIMPs - an indestructible harmful particle slowly chases you
spawn 2-3 research at the end of each level
experimental mode : WIMPS chase you
beating the final boss looks a bit less like death and a bit more like winning
also there are some text directions on how to enter endless mode (press T after you win)
tech removed: 1-body problem
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
more wave beam balance
backward induction costs 2 research now, also it is fixed (it would sometimes give an extra tech or the wrong tech)
powerupBoss now gives research and ammo when it hits you, not 2 heals (it still ejects one of your tech also)
tech: non-unitary operator - taking damage randomizes your run, reduce difficulty by 2 levels
thrown blocks can damage intangible mobs for a couple seconds after they are thrown
they are set to act like bullets for a few seconds after being thrown
all blocks do 50% more damage to mobs and 50% longer stun
blocks do more damage vs. shielded mobs (damage penalty is 40%, was 66%))
mass driver - damage increase set to 200% (up from 100%)
negative mass field can lift blocks twice as heavy as before with little movement reduction
tech: flywheel - when mobs die their body is spun and flung at nearby mobs
requires mass driver, no other mob death tech
experiment and junk tech: decomposers - mobs leave behind spawns when they die
new levelBoss - a cluster of larger spawns
while it's alive all mobs other leave behind spawns
added block collisions to most no collide mobs
(this should buff block throwing and pilot wave)
new mob: pulsar - aims at player and does damage in an circle
(set to 3x chance to show up until the next patch)
several tech that were nonrefundable now can be removed and refunded
added several bug fixes
some tech now has 2x,3x,4x frequency of showing up
(most tech is at 1x, a few are at 2x if they have a rare requirement to unlock)
reworked junk and lore tech systems
(might be some new bugs)
tech that used to just summon a power up now also increases tech frequency
removed the 4 perpetual techs
maybe fixed immune boss bug on detours level
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
possible bug fixes for the crouch lock bug
tech: NAND gate - at the start of a level set flip-flop to "on"
tech: NOR gate - do 50% more damage when the flip-flop is in the "off" state
shieldingBoss - doesn't attack, but shields all mobs every 2.5s
reworked how tetherBoss's constraint work
please, let me know if the tether boss is buggy on any of the levels
the chance for tether boss was removed from level: detours
tech: flip-flop - collisions do 25% more harm, but you become immune to harm for the next collision
mob orbitals can now be destroyed, but it takes a very large amount of damage
laser-bot upgrade: gives 75% damage, range, and energy efficiency (was 400% damage, but they ran out of energy too fast)
boom-bots are now smart about not hurting the player with explosions while doing the most damage
tech: strong anthropic principle - after anthropic principle prevents your death do 137.03599 extra damage for the rest of the level
added 2 new testing keys: J = clear mobs, H = infinity health
added junk tech: ship (it's hard to control, but you get better with practice)
m.shipMode() in console
several new junk tech
unified field theory: now cycles fields after you click the field box when paused
tech: restitution - mobs killed by blocks spawn power ups
tech: inelastic collision - 60% harm reduction when holding a block
damage immunity graphic is more obvious
difficulty mode no longer increases after killing final boss (it was too confusing)
tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
removed Galilean group
removed gun flechettes
removed critical bifrication
removed railroad ties
removed incendiary (for nail gun)
nail gun:
needle gun: accurate, piercing mobs, fire 3 at a time
rivet gun: accurate, ballistic arc, doesn't use much ammo
tech: bigger rivets (9x stack)
all nails
radioactive 2s tick (about 70% damage increase)
0.5s full tick
4s longer tick
critical hits -> explosion (from flechettes)
fixed some math on laser tech: diffraction grating and slow light propagation
they were giving too much damage
flechettes are slightly improved in: ammo, damage, fire rate
tech - MIRV can now stack up to 9 bonus missiles
removed tech - recursive missiles
tech: cruise missile - 50% larger size, but travels 50% slower
tech: missileBot - requires gun: missiles
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
catabolism - 2% (was 2.3%) of max health removed
many worlds - spawns 2 rerolls (was 1)
pilot wave field- now has access to several mods that normally require other fields
this plus the fragmenting block mod are a big buff for late game pilot wave
let me know if it is too strong
mod nano-scale: bot prototypes - upgrade a bot type and build 2 of that bot
mod nano-scale: bot manufacturing - build 3 random bots
these mods don't show up in custom
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
update to mod: anthropic principle - only works once per level
but gives 6 seconds of damage immunity and 2 extra heal power ups
most energy regeneration effects now overfill energy above the max by default
piezo electricity over fills energy by 300% (was 100%)
mod: critical bifurcation - nail gun does 400% more damage if it hits very close to the center of a mob
mod: supercritical fission - flechettes explode if they hit very close to the center of a mob
mod: transdimensional spores - after wormholes eat blocks, they disturb spores
mod: traversable geodesics - your bullets can go through worm holes
scrap bots now only last only 30 seconds, but they have a 20% chance to spawn from a kill (was 11%)
the difficulty should feel a bit harder after clearing the boss level
(a bit more more damage taken, and fewer mod drops)
some wormhole bug fixes
wormhole mod: cosmic string - damage mobs when you teleport through them
wormhole mod: Penrose process - overfill energy to 300% of max, with a block gets sucked into a hole
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: ionization energy - heal power ups give you 4% max energy
requires mass-energy equivalence
mod: discrete optimization - 50% damage and 50% slow fire rotates
requires cloaking field
mod: waste heat recovery is removed
mod - fracture analysis only applies to stunned mobs (not unaware mobs)
phase field is removed
new field: metamaterial cloaking
mod: phase decoherence - intangible to mobs while cloaked, but passing through mobs drains energy
mod: flashbang - stun mobs as you exit cloak
mod: electric reactive armor - reduce harm from explosions by 6% for every 10 energy
mod: waste heat recovery - laser damage grows to 400%, but you start to eject your health as a heal power up
new community level by Francois: house
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
field: perfect diamagnetism is a bit larger
can now grab power ups from far away
mod: exciton-lattice - reduce harm by 80%, but after taking collision damage eject a random mod
eject extra mods if you have recursive stacks
power ups have a bit more air friction
power ups must be in line of sight to be pulled by the player
why mode now gets 100% chance for a second boss power up (up from 50%)
this should let why mode reach more interesting build depth
laser and pulse got a damage and energy use buff
immune to harm for a second after exiting the power up selection menu
rail gun mod: capacitor bank - no charge time, but smaller bullets
stunned mobs now still display health bar
when you hit a mob hard with a block they get stunned
blocks do about 15% less collision damage
stuns lasts longer for larger and faster blocks