Commit Graph

149 Commits

Author SHA1 Message Date
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
c9f355b225 skins
some tech come with a skin - but only 1 at a time
  tech aperture -  skin, damage cycles between -25% and +125%
  tungsten carbide - skin, +100->150 max health
  mass-energy equivalence - skin, gets a bit more benefit from defense
  CPT symmetry - skin, costs a bit less energy
  flip-flop, and relay switch and a few JUNK tech are also skins

some new images
bug fixes
2023-02-04 06:54:08 -08:00
landgreen
500bb3f73e Bitter electromagnet
harpoon
  default fire rate is 10% higher
  default harpoon range 15% higher
railgun
  tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
    area effect damage is increased 20%, scales with bitter electromagnet and total charge
  charging longer increases harpoon velocity/damage by up to 30%
  contributions to charge time are more uniform between:
    crouching, fire rate, Bitter electromagnet, and capacitor bank
  auto aims no longer disabled on crouch

emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
cache 16->15x ammo
many-worlds 1->0 research to enter an alternate reality on each new level

finalBoss
  health decays a bit faster
  spawns 6 mobs at each health threshold
  spawns from the different modes are reduced
  boss laser damage is 25% reduced
  hoppers spawn from the slime tunnel

JUNKtech: random - gives random +damage

bug fixes
2022-10-31 19:15:21 -07:00
landgreen
8f702cfa4e wave
matter wave renamed wave
  tech: frequency - wave has unlimited ammo, but -50% wave firerate
  tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
    effect cooldown grows +5s with each chained resonance
  uncertainty principle works with phonon wave
  phase velocity works with all other wave tech, 40->35% damage
  boundstate reduces wave range by 25->15%

non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage

a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
  it grew mass and damage at an exponential rate before
  now it's closer to the +30% damage description
2022-09-11 07:10:14 -07:00
landgreen
9e613a281e biohazard map
new level biohazard by INOOBBOI AND THESHWARMA
  enable community maps in settings

some coupling tech spawns power ups instead of directly giving coupling
fine-structure constant gives 60 coupling power ups, lose 0.5 coupling after mob collision
tech: decoupling: when ON: +5.00 coupling  OFF: spawn a WIMP
  (probably adds coupling drift bugs)

JUNK tech - boost - spawn a large number of boost power ups

several bug fixes
  mob - flutter is no longer treated as a boss
2022-09-04 10:47:57 -07:00
landgreen
cc1bbeb53b shotgun rivets
some shotgun ammo tech upgrades will continue to fire some original recipe shotgun bullets
  rivets, fleas, worms, iceIX
tech: band gap - boosts give more damage but it lasts for 1 less second

WIMPs are 10% faster
controlled explosion renamed shaped charge

bug fixes
  construction mode works better with my buttons
  to unlock run this and press T to enter testing mode
  simulation.enableConstructMode() //used to build maps in testing mode

removed -experiment- tech because it's function was reproduced by "tech - tinker"
2022-08-28 19:47:32 -07:00
landgreen
88f891250b coupling
tech: coupling - +1 coupling, coupling is a new stat that provides different buffs for each field
  releasing this early for feedback about balance and bugs

removed tech Pauli exclusion
  now the perfect diamagnatism coupling effect

snakeBoss tails are closer together
some bosses have a higher vision memory and response time

phonon gets 10% less ammo and 10% less damage
meta-analysis gives 2 research per use
energy drain rework
  in many situations drain no longer scales with regen
  this might have some bad side effects, let me know

bug fixes
  made several tech effects not an arrow function
  timeSkip graphical glitches might be improved
2022-08-14 19:43:01 -07:00
landgreen
ae5c42e5bd fleas please
tech: colony - sporangium discharge 38% more stuff, but it has a chance to discharge random bullet type
tech: annelids renamed -> K-selection - fleas and worms are bigger and do more damage
tech: anti-shear topology now applies to grenades, shotgun so basically everything that matters
  no longer a "gun tech"
2022-07-14 06:47:42 -07:00
landgreen
a0ff668571 shape memory
shape-memory alloy now also increases 100% heal power ups when "ON"

smelting makes multiple harpoons that fire in a quick succession
  instead of at different angles
  costs 2 less ammo
harpoon tech filament gives +20% longer rope per ammo
ground state: 66->50% less passive energy generation

grenadier mobs have a much longer delay before they explode on death
level based lasers now damage mobs
  but don't trick mobs into touching the laser, it's rude

bug fixes
2022-06-25 20:57:06 -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
227e4491a6 laser delay
laser energy drain and damage now scale with fire delay effects
  no change for pulse since it already has a fire delay

explosion harm to player no longer scales with explosion radius
  explosion damage will treat all explosions the same as a basic grenade explosion
  large radius explosions are much safer
acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions

CPT only triggers from damage above 1% per game cycle
  so no trigger from slime hazards or black holes or mob auras
level: reactor has a horizontal flipped mode
regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken

JUNK tech: return - go back to the intro level, but keep your tech

bug fixes
2022-06-05 13:37:38 -07:00
landgreen
06c1285828 propagator
tech: propagator - 67% damage, lose 1/2 second of time when a mob dies

timeSkipBoss is back, maybe it will not cause bugs this time
  immune to harm unless player is inside horizon
  player loses time when inside horizon

snake bosses are immune to harm until your remove their tail

mob shields are 30% stronger
time dilation: retrocausality automatically grabs power ups
eternalism 50->40% damage
paradigm shift 10->16% chance to get a research when ejecting tech
reaction inhibitor 11->13% mob health reduction
recycling 1->0.5% health for 5 seconds
  up to 2.5% per mob kill at normal max health

bug fixes
2022-05-30 12:28:05 -07:00
landgreen
dd8fd925e0 you're a firework
grenade tech: flame test - grenades release a cluster of smaller explosions
grenade tech: pyrotechnics - grenades release a circle of smaller explosions
grenade tech: implosion - explosions pull things in, not out,  +25% to grenade explosion damage and radius
chain reaction no longer requires vacuum bomb
bosses and mobs have much less knock back from explosions
  invulnerable mobs have no knock back

alternator harpoon/grapple/railgun energy drain reduced by 100->60%
bots no longer unlock tech until you upgrade to a bot type
JUNK tech rule 30 is now sometimes rule 90 instead
disabled testing for why? mode

wave beam
  amplitude 50->37% damage
  propagation 50->37% damage
worms
  annelids 10-120% -> about 37% damage
radiation
  nuclear transmutation stacks 9x
    gives 70->47% damage per stack
explosions
  ammonium nitrate 27->24% damage and radius
2022-05-17 15:35:49 -07:00
landgreen
5938e06148 cherenkov radiation
tech: cherenkov radiation - bremsstrahlung damage is increased by 300% over 6 seconds
  bremsstrahlung does 2->3 damage, and also applies to block collisions

tech: nuclear transmutation - radiation sources do 70% more damage and harm

enthalpy now drops heal power ups instead of directly healing you
foam-shot has 13->15 particles, is slower, and less spread

bug fixes
2022-05-10 05:44:43 -07:00
landgreen
78570d06a6 coyote time
added 5 cycles of "coyote time"
  this means you can still jump for 5/60 = 0.1 seconds after leaving the ground
  let me know if you like the feel
  this might cause some unexpected bugs, or reduce the difficulty of some platforming levels

JUNK tech: NFT - buy your current game seed
  no one is allow to use your seeds
  if they use them they are gonna get in trouble

removed the pavilion/ruins map to see if it's causing bugs
2022-04-02 15:05:27 -07:00
landgreen
92b5065f71 new JUNK
JUNK tech: meteor shower - take a shower, but meteors instead of water
JUNK tech: discount - get 3 random JUNK tech for the price of 1!

bug fixes

I'll be off line until Saturday, so please don't submit any bug reports until I return
2022-03-31 05:32:09 -07:00
landgreen
62eb66a002 shape-memory alloy
tech lithium-ion - give 200 max energy when relay is ON
tech shape-memory alloy - give 200 max health when flip-flop is ON
  NOR gate now prevents damage when in the OFF state (previously ON) to work well with shape-memory alloy

harpoon crouch mode now retracts at 30% greater distance than normal with no targeting

more bug fixes of course
2022-03-30 05:59:33 -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
e913fb3548 mineBoss
new reactor boss - mineBoss
  1/3 chance for 1 of 3 different bosses to spawn on the reactor level

harpoon starts with 10->3 ammo, and still gets 1 ammo per powerUpx
network effect damage per bot 7->6%
perimeter defense harm reduction 8->7%

bug fix decoherence
2022-02-15 19:07:01 -08:00
landgreen
496cc83878 particle collider
tech: particle collider - in pause menu clicking a tech ejects it (5% chance to lose the power up and convert into energy)
  (also works on testing without the tech)

growBoss no longer goes invulnerable
bounceBoss bullets (on reactor map)
  do 33% less damage
  move 50% slower, so they don't fill the entire map

ground state reworked: reduce passive energy regen by 66%, increase max energy by 200
electronegativity: increase damage by 1% for every 9 -> 8 energy
acetone peroxide does 300 -> 200% more self harm from explosions
predator renamed parasitism
2022-02-05 07:01:03 -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
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
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
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
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
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
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
f719c8edb9 harpoon tech
harpoon gun
  shaped more like a harpoon
  grabs power ups slower, and from the tip of the harpoon
  only uses energy on returning
  doesn't have thrust if there is no mob target

  tech: reticulum - make one more harpoon if there are mobs nearby that you are facing
    I'm letting this stack to 9 even though it's silly cause that is n-gon's style
  tech: ceramics now lets both harpoons and needles ignore shields
    this was coded poorly so if shield bugs show up it might be from this
  tech: fragmentation makes ~15% fewer nails for everything it affects
  tech: filament gives 3% length per ammo (was 1%)
    also length is capped at 75 ammo because after that it's just annoying
  tech: unaaq is longer at low ammo but scales slower at high ammo

bugs
  fixed laser collisions on player head when crouching
  returned experiment gun and field circles
2021-09-12 15:34:29 -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
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
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
c7c837672e restitution
tech: restitution: thrown blocks are bouncy and blocks do 150% more damage
  the tech previously named restitution is now named buckling

after getting a bot upgrade, future bot tech will be for the upgraded bot type
  (doesn't effect tech that gives random bots)

bug fixes
2021-07-29 05:46:30 -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
d50cd540fa worms
spore tech - nematodes - replace spores with 1/2 as many worms that do 200% more damage
  worms are also a bit faster, last longer, have better reaction times
  a cool worm graphic, and a simple searching behavior if they haven't found a mob

mycelial fragmentation - makes 6 extra spores during growth phase (was 4)

historyBoss has less health, slower tracking, and more damage
2021-07-16 07:06:05 -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
f89b228226 labs 2/6 done
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
2021-06-17 13:03:03 -07:00
landgreen
3560bf7365 inertial mass
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
2021-06-11 04:43:34 -07:00
landgreen
d9f17ec2db spherical harmonics
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
2021-06-05 07:22:41 -07:00
landgreen
b307a50a72 tungsten carbide
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
2021-06-04 06:38:17 -07:00
landgreen
8727fee15e MACHO
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
2021-05-24 05:19:36 -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
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
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
39c9b08b2e WIMPs
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
2021-05-13 18:32:20 -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