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
tech: pseudoscience - renewing power up choices costs no research, but adds 1-5 JUNK to the potential tech pool
>update text now shows the last 20 updates and has a scroll bar
tech: abiogenesis - spawn a second level boss on each level, but costs 5 research or if you don't have the research add 49 JUNK tech to the pool
note to level builders I rewrote the add duplicate boss code in all levels: spawn.secondaryBossChance(x,y)
foam tech: uncertainty principle - foam bullets change position randomly, increase foam damage by 66%
throwing blocks now charges faster with reduced fire cooldown
tech renormalization now has a 40% chance to refund a research (was 37%)
performance- now precalculate player gradient fill
irradiated drones
new tech: beta radiation - double damage and half lifespan
now don't clump as often, to make the graphics look better
effective radius now includes edges of mobs, not just centers
so they work better on large radius mobs
do 50% more damage, but have a 10% smaller radius and last 3 second shorter time and 80% less ammo (was 75%)
irradiated drones can't get a slowing effect anymore
it was just too annoying
nano-scale can now unlock irradiated drone tech properly
nano-scale now drains more energy per irradiated drone, to scale with the higher ammo costs
time dilation field is now just called "time dilation"
constraints under time dilation is less buggy, but still a bit buggy
tech - radioisotope generator - drones have the effect of neutron bomb, but you get less ammo
bug fix - reduced tolerances now properly gives extra ammo
water shielding now protects you from all radioactivity, but only gives 75% protection
(drones, neutron bomb, radioactive explosions, and even slime)
final boss has more durability in it's final phase
final boss no longers gets knocked around as much from explosions
level.warehouse predraw lighting for performance
bug fix on sewers where slime was doing too much harm
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
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
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
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
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"
tech: WIMPs now requires wormhole
gives 3-9 research now (was 2-3)
tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower
bug fixes
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
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: 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
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
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)
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
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
"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
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
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)
jump now applies the velocity of the block you jumped off of
it might feel slightly different if you play n-gon often
it could add some bugs so let me know
elevators have more realistic physics
you can jump off them when they get to the top (fun!)
blocks interact with them in a more healthy way (no bleed through)
they can have a wider range of healthy speeds
it can hurt mobs
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
pilot is back to it's previous speed, and spawning at mouse
pilot wave uses 50% less energy when you are low on energy, but it uses more energy then normal when you have more energy
pilot wave tech
lost: time crystals, Lorentz transformation, annihilation
gained: degenerate matter - 60% harm reduction while field is active
tech: potential well - blocks in pilot wave drift into the center of the field with a much higher force
this lets you hold larger blocks and flick them much faster
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)
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
wave beam bullets now end after hitting mobs
bullets do more damage, and reduce mob velocity a bit
more ammo, more fire delay
most wave beam tech has been buffed a bit also
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
random tech spawn chance now scales with levels clear (zero chance after level 10)
(it used to scale with total tech acquired, but you probably will not even notice this change)
tech: crystallizer - mods produce ice-IX crystals when they die
tech pulse and tech slow light now work together for laser beam,
(I think it is pretty dangerous to try them together though)
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)
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
harm immunity effects now apply to explosion self damage
tech: CPT grenades no longer harm you
tech: least action - wavelets are slower and do more damage
tech: amplitude - wavelets are taller and do more damage
tech: wavelength - wavelets are longer and do more damage
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%
pulse laser now charges up with energy before you fire, but it fires 3 overlapping explosions
please give feedback on balance (too strong, too weak?)
tech shockwave: now applies to all explosions
foam gun now gets 20% less ammo