new mob type: hopMother - hoppers that drop eggs that explode on contact and after several seconds they hatch into baby hoppers
regular hopper mobs have more life and more damage
a few bug fixes
missile Bot: +10% bigger explosions, +10% damage, +7% fire rate
plasma Bot: +40% damage, and drains 2% less energy
1st ionization energy: 8->11 energy per heal
mass-energy: defense reduction factor 0.13->0.33
neutron bomb: +25% damage
non-renewables: 78->88% damage
junk DNA: applies to all damage, not just spores
pseudoscience: adds (1-4)->(1-3) JUNK to tech pool per free research
futures exchange: 4.1->4.3 duplication per cancel
default skin has slightly more narrow legs
added ammo to gun descriptions
new community training level diamagnetism by Richard0820
it's at the end of the training levels
start training by click the top right button at the load screen
slasher mob variant with 2 laser swords
slasher mob variant with a laser spear
suckerBoss pulls in powerUps and makes them orbit better
shooterBoss fires faster and larger bullets
wormhole 4 -> 5% duplication, and a 10% reduction in energy cost
drones fire faster and aim more accurately
quenching gives 10% more max health and harm
snake tail mobs have 15% less health
tungsten carbide properly gives 222 health in addition to the bonus max health
new community level: dojo by weird_pusheen
sound-bot: makes phonon waves
updated tech
drone repair -> von Neumann probe - if a drones ends near a block it will use that block to repair
quantum eraser -> metamaterial absorber: for each mob left alive after you exit a level there is a 17% chance to spawn a power up
uncertainty principle: extended to super balls
aperture: camera zooms in and out along with the skin animation
balanced tech:
cordyceps: zombies are much smarter, faster, do more damage, and last longer
negative entropy -> self-assembly: 1 heal per 33->25% missing health on each new level
renormalization: 44 -> 46% and +3% JUNK tech to pool
parasitism: 60 -> 83% damage
non-renewables: 67 -> 78% damage
ground state: 200 -> 266 max energy
dark patterns: 17 -> 22% damage and JUNK
eternalism: 30 -> 24% damage
stimulated emission 15 -> 17% duplication
nitinol 30 -> 22% defense
bug fixes
subway
start in an empty station
station exits are blocked by a gate that opens when you press a button
level exit spawns after you clear 4 stations
added 2 new stations (7 possible stations)
laser-bots lasers wiggle as it aims at the target
this is a nerf to iridescence and it looks cool
bug fixes
new community level cantilever
extended tech sorting to experiment
acetone peroxide does 40->33% more explosion harm to player
fleas can do up to 30% more damage before they despawn
JUNK tech: flatland - draw line of sight
credit to Cornbread for line of sight algorithm
a preview of future line of site content
try it out in console: tech.giveTech("flatland")
new images
bug fixes
new community map!! underpass by Richard0820
duplicated power ups aren't circles
metastability makes power ups triangles instead of circles
3->4 seconds of half life before exploding
only metastability duplicated power ups have the lighting graphic
mob's that fall off the map now die instead of just being removed
so they can still spawn power ups
you can pick up power ups from slightly farther away (450)
but less far away when not facing the power up (100)
accretion has less lag at high amounts of heal power ups following you
several other bug fixes
setting - minimal HUD
remove: defense bar, damage bar, tech, in game console
improved text clarity on coupling
removed tech decoupling
added cloaking and sneak attack graphics
also, the 50% defense when cloaked is now clear from the defense bar
ternary 44->83% damage but requires current gun to have ammo/3 (was any gun)
wormhole invariant: uses much less energy to pause time
standing wave has less recoil when blocking
new images
bug fixes
new community level - superNgonBros by DesBoot
tech: induction brake - after using a heal slow nearby mobs for 15 seconds
tech: null hypothesis - +9 damage, spawn several research after removing
reworked: strange attractor - +7% damage, +10% duplication after removing
bremsstrahlung does 50% more damage
time crystals 200 -> 150% passive energy regen
it also tells you how much energy regen you will get
aperture (-50 to +150) -> (-10 to +110) damage
diaphragm (-33 to +100) -> (+8 to +80) defense
tungsten carbide 200 -> 222 health
CPT symmetry 30 -> 20 energy per second of rewind
quenching gives more max health, but also does more damage per over heal
final boss has 50% faster armor decay
so it takes even more damage the longer you fight it
a few more images
some bug fixes
retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
no longer provides immunity for 1 second after exiting rewind
spawns 20% fewer bots
deflecting changes
shielded mobs take 50% more energy to deflect
deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
also you can't passively regen energy while shield is disabled
standing wave rework
coupling gives iceIX -> max energy
expansion gives deflection efficiency -> +50 max energy
spherical harmonics gives 40 -> 50% deflection efficiency
electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
also 0.15 -> 0.22% damage per energy
dynamic equilibrium is no longer unlocked by standing wave
tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction
added a generic system to add code that loops for a set time
Example code:
simulation.ephemera.push({
name: "uniqueName",
count: 60, //cycles before it self removes
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
//run code here
},
})
some bug fixes
also new bugs probably
new favicon
heal power up overheals don't consume the entire heal power up
accretion works with all fields except wormhole
(only because wormhole eat up heals so it's bad)
spawns 6 -> 3 heals
pilot wave 1 -> 2 extra power up choices
standing wave 66 -> 150 max energy
electronegativity 0.1% -> 0.15% energy per energy (10->15% damage at 100 energy)
a few more images
bug fixes
field tech: accretion - health power ups follow you around and they travel with you to the to next level
spawn 6 heal power ups
negative mass, plasma torch
foam gun tech cavitation - more knock back, and 25% to make a foam bullet extra large and fast
foam-bots now discharge a few bullets in a stream with a long reload time
laser-bot +5% energy drain, -5% damage
nail-bot +10% fire rate
community map downpour by DesBoot
community map buttonbutton by ||Destabilized E||
rounded borders on no-image mode selection cards
foam gun has some recoil
new superball gun image
bug fixes
mob damage difficulty setting is lower
recycling now flashes green when it heals
merged cancel and research bars for single column selection
added some dark grey borders for no images selection mode
new images with midJourney V5
spores, pilot wave, standing wave
bug fixes
community map clock by Cornbread 2100
health bar is now green
added a damage bar
(I'll probably add a setting to disable this next patch)
wave gun has -15% ammo
tech phonon has +25% ammo, and +10% damage
JUNK tech stubs can now wall climb
base wave gun rework
damage per hit 1.55 -> 0.33, -15% range, +20% ammo
no pause between wave packets
wave bullets can hit about once every 10 game cycles (1/6 of a second)
time between hits is reduced by fire rate
wave tech frequency has -25% damage no longer reduces fire rate
+10% phonon damage and ammo
JUNK tech: universal healthcare - your damage heals mobs
bug fixes
map: factory
this is completely unbalanced, so let me know if what rough edges need to be sanded
found on seed 47086 level 6
tech: ternary - +40 damage if any gun has ammo divisible by 3
level element: transport - horizontal moving platforms
level element: mover - stationary platform that pushes the player horizontally
to see examples of transport and mover look in level.testing()
tech: rebound - super balls speed up and reset duration after they hit a mob
Zectron does 100->66% damage and it drains 25% of current energy instead of health
mantisBoss is back
level element: mover - rectangular map element that pushes horizontally
it's in a possible room for labs
new community level - staircase by ryanbear
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
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
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
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
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
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
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
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
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
plasma-bot does 15% more damage, but costs 2 research
fault tolerance 4->5 forever drones, but costs 2 research
surfactant 2->3 foam bots, but costs 2 research
missile-bot costs 1 research
shaped charge 4->3 research cost
renormalization 40->44% chance to refund research
exciton 18->16% chance to spawn
ground state 50->40% reduced energy regen
Bayesian statistics 3.8->3% damage per research, and spawns 3 research
JUNK tech: startle response - if mobs are near boost damage, and lock mouse until you press escape
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
finalBoss has a bit less health
laser lens has a glow effect
slow light has 11->7 unique beams
slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy
JUNK tech: placebo - +777% damage +777% defense
bug fixes
finalBoss has a new phase: "boulders"
each phase has been rebalanced
boss health is a bit higher
mob mines are white now
pilot wave gets +1 choice for gun,field,tech
bug fixes:
finalBoss rework
(this is pretty raw, so expect a bug and balance patch soon)
finalBoss goes invulnerable a few times as it loses health
finalBoss damage reduction is higher
finalBoss damage reduction slowly decays as you do any damage to the boss
damage reduction resets to normal with each new invulnerability phase
after each invulnerability phase it randomly adds 1 more attack mode
lasers, black hole, mines, hoppers, seekers, mobs, orbiters, oscillation
mobs die below 0.05 -> 0.01 health
might cause bugs, but testing this out
guns and field power ups show 3 -> 2 options
bug fixes:
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
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
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"
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
tech: crystallography - convert all your research into 0.25 coupling per research
tech: residual dipolar coupling - cancelling field gun or tech gives +0.5 coupling
tech: fine-structure constant - +6 coupling, eject this tech if you take damage
coupling for cloaking field now gives +33% ambush damage
tech: ambush removed
coupling for time dilation now gives +25% longer time dilation effect
about +2 seconds
coupling tech isn't well balanced yet, so give me feedback
non-unitary operator renamed to Hilbert space
bug fixes
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
makes 100% more bullets
grows and shrinks smoothly near start and end of phase
does 20% more damage to player
historyBoss has a "fun" graphical effect
acetone peroxide has 50 -> 40% less explosion defense
bug fix: timeSkip graphic glitch
there is a chance to cause other bugs with timeSkip effects
elephant's toothpaste: mines make foam
sentry fires about 40% faster
but each shot slightly reduces the total duration
(duration = 17s - 1/10 s per shot)
foam can move through blocks a bit faster
laser reflection damage is increased
about 15% -> 8% damage loss per reflection
beetleBoss pushes player away and spawns baby flutter mobs
fire rate affects block throwing charge rate