mod: causality bots - before you rewind, build bots that protect you for for 7 seconds
mod grenade: causality bombs - before you rewind, drop some grenades
added more requirements to various mods
CPT reversal is more flexible with energy
1.5-5 seconds of rewind drains 66% - 220% energy
mod: exothermic process - renamed acute stress response
mod: heat engine - reduce max energy by 50 increase damage by 40%
mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
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
balance: perimeter defense - 3% harm reduction for each bot (was 5%)
mod: network effect - 2% damage for each bot
mod: commodities exchange - canceling a power up gives 6 rerolls, ammo, or heals
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
mod: CPT reversal - avoid damage by rewinding to your past, but use up all your energy
requires wormhole or time dilation
several minor buffs to wormhole
small changes to mob distribution on a few maps
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
balance: mod capacitor - gives 1% damage for every 7% energy (was 5.5%)
some fixes on community level detour
added a once every 7 second check to try to undo the crouch bug
(I have no idea how to crouch bug is happening, so I can't even test this fix)
mod: slow light propagation - laser is divided into your past, and increase total damage by 200%
let me know about balance (is this too strong or too weak)
power up boss no longer slows down after each time you kill it
holding down the field button will stop nano-scale field from converting energy into bullets
energy costs have been increased a bit
nano scale can now use mod - supercapacitor
snake boss is updated
-fear the snake
mod neutron bomb: vacuum permittivity - gets a larger radius and a slow effect
bosses are only stunned for 1/5 of the normal stun time
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
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%)
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: vacuum bomb is removed
mod: vacuum bomb - grenades fire slower, explode bigger and, suck everything towards them
laser and diffuse laser graphics are better
mod: output coupler - diffuse laser beam is 30% wider and does 30% more damage
requires diffuse beam
level number doesn't increase if you skip the boss (in the late game)
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: decorrelation - 2 seconds after you don't use your gun or field get 40% harm reduction
mod: anticorrelation - 2 seconds after you don't use your gun or field get 50% damage
requires decorrelation
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