gun: pulse is now a mod for laser
mod: beam splitter applies to pulse
difficulty balancing
(this needs to be done as more mods are added to the game to prevent power creep)
all modes are a bit harder
if you used to play why, try the new hard
if you used to play hard try the new normal
power ups drop more often from bosses on all modes
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: 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
damage immunity after a collisions is reduced from 1/2s to 1/4s
freezing status effects only last 1/4 as long on boss mobs
mod - shotgun 66% increased fire rate and recoil
mod - slowly heal when below 25% health
mod - superdeterminism spawn 4 mods, but rerolls, fields, and guns no longer spawn
added mods to spawn a gun, a field, and rerolls
added mod that gives max health for leftover power ups
this mod has some interesting interactions with other mods
mod annihilation now uses 20% of base energy and doesn't trigger damage immunity
mod Hawking radiation removed
mod negative temperature: freezed mobs in range of negative mass field, but drain energy
mod: logistics
ammo power ups are added to your current gun
spawn 4 ammo immediately
above level 20 boss power ups only drop on even levels
removed mod ablative mines (was buggy, and too similar to ablative drones)
flechettes get stuck in walls
flechettes do no damage to mobs on hit
flechettes do more damage over time, and have more ammo
mod - flechettes pierce mobs
mod - mutualism: each spore does 2x damage but they borrow 1% life from player
harmonic field now has no cooldown after blocking
negative mass field accelerates slower, but with a higher top speed
negative mass field harm reduction is now 60% and always on
mod degenerate matter increases the damage reduction from 60% to 80%
falling damage and damage from blocks have been removed
(I'm trying it out, let me know if you want it back)
anthropic principle - now consumes 1 rerolls, and heals player to 50% health instead of letting them die
many worlds - 66% chance for rerolls
quantum immortality - also gives 3 rerolls
mod drones - Brushless Motor: drones move faster
mod drones - redundant systems: removed
choices in power up selection should no longer repeat the previous choices when possible
sporangium gun now sticks to things, takes longer to germinate, ammo and fire rate are increased.
plasma field does 50% more damage, pushes 20% harder, but has 20% less range
acute stress mod removes 1/3 (was 1/2) of your energy
zoom works with i and o now
cell boss has double the chance to spilt on damage.
After it splits, each daughter cell has the mother's reduced health
new gun neutron bomb, persistent AoE damage
(might still have issues sticking to objects properly)
new mob neutron bomb stuns mobs
large mods shrink on death instead of disappearing
new boss mob: spiderBoss
mod - Bayesian interference -> determinism
spawn 4 mods and 2 heals, future power ups are limited to one choice
mod - Leveraged investments -> Bayesian interference
33% chance for double power ups to drop, remove all future ammo power ups
(serious progress on my level construction tools, but it's not ready yet)