JUNK tech - 🐱
railgun buffs
600% -> 800% more ammo
more dense (more damage)
only targets mobs when pressing down
does a bit of damage to nearby mobs after you fire
extra damage to mob bullets
pneumatic hammer renamed caliber
also applies to super balls
5% less size increase per stack
pure science and unified field theory have a pause animation to show they are clickable
bug fixes
revolutionBoss is immune to damage at 1/4,1/2,3/4 health until it's laser spins around one revolution
thermocouple produces 1-9 -> 4-13 ice nine bullet
thermocouple is on by default until next patch
decoherence rewrite with flags instead of a banish array, to fix bugs
new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
try it out by enabling community levels in the settings
more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"
no power ups check box in experiment mode now disables all types of power ups, not just tech
simulation.isNoPowerUps
powerUps can no longer move through doors
this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones
fixed bug with undefined tech not showing up
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"
tech: Bose Einstein condensate is removed until I can balance it
bug fixes
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
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
several tech now have fewer requirements to unlock
some normal tech is now considered gun tech (mostly explosion stuff)
snakeBoss tails, stay attached to each other
"snakeBoss", "blockBoss", "powerupBoss" are now the only bosses for the random boss list
bug fixes
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
after you die your canvas sticks around at 10% opacity
add a mouse over underline effect to hint that names are links
molecular assembler: all 3 manufacturing tech cost 3 -> 1 research
tech: toggling harpoon - after picking up a power up with the harpoon, your next harpoon is 7x more dense
this probably needs to be balanced in the next patch
tech: regularization - use 6 research to increase renormalization by 10%
(renormalization is 40% chance to get research when you use research)
tech: bot fabrication uses 2 research to build a bot (+1 cost every 5 bots)
tech: uncertainty principle now applies to wave beam in addition to foam
tech: integrated armament gives 19.95% damage (was 23%)
level: labs - platforming rooms have been simplified
start with 7/7 undefined tech if you choose an -experiment- and no other tech
all explosions do 33% more damage to mobs
and 75% more damage to player
boom bot explosions are 16% smaller
laser-bot does 15% more damage
missile bot fires 15% quicker
tech: phase velocity also adds 15% wave damage (because it disables phonon is was a bad choice)
many duplication tech add less duplication
Maxwell's demon now requires current energy above your max to unlock
power ups in the intro tube get pushed around a bit, this might stop them from sliding on the walls
mines when they are stuck to walls no longer collide with blocks (to not block elevator)
more bug fixes
blockBoss: new boss based on work by TheShwarma
(3x chance to randomly see blockBoss until next patch)
it's over powered, I'll probably nerf it next patch, but I want to get some feedback first on how to nerf it
hint: if you kill the boss all the mobBlocks turn back into blocks
very very small blocks are slightly limited in how fast they can be thrown
they were moving so fast they would miss their target sometimes
tech: energy conservation gives 5% energy back (was 6%)
tech: arsenal requires at least 3 guns in your inventory
tech: active cooling requires at least 2 guns in your inventory
several bug fixes
orbs replaces some power up text descriptions
player damage taken is increased by 1%
finalBoss ramps up the mob spawns more slowly, making lower damage high survival builds more effective on the finalBoss
5% laser damage increase
15% mine fire rate reduction
ctx.clip() is back for metamaterial cloaking field
it wasn't the source of the lag, firefox is just slow on my work computer
tech: buckling was disallowed, but I fixed it so you can get the tech again
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
shotgun balance
ice-shot: less spread, higher damage, more crystals
needle-shot: more needles, higher damage, less spread
foam-shot: 1 more bubble
power up selection and pause menu elements scroll individually now
it looks great on my computer, but different operating systems and browsers are unpredictable
let me know if text is hidden or if it doesn't scroll for you and what OS and browser you're on
"gamma-ray laser" renamed "free-electron laser" to make more scientific sense
since gamma rays would go right through walls
laser diode now makes lasers blue
free-electron laser can no longer work with laser diode
pressure wave has a bit more damage
crouch mode works different (much higher fire rate, low arc)
integrated armament gives 35% dmg (was 22%)
but I fixed a bug where it gave an extra 33% ammo
mine gun gets 25% less ammo
all mines do 30% more damage
trying to make shotgun better at close range and worse at distance
shotgun slug is much slower, but does 60% more damage
nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage
finalBoss has 15% less health
to balance all the buffs
ammo power ups give 15% less ammo
damage done by mobs now scales up a bit faster each level
damage done by you now scales down a bit faster each level
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
"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
"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
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
perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields)
perfect diamagnetism can get bremsstrahlung now
standing wave harmonic field blocks now block large mobs more reliably
tech: triple point - blocking makes iceIX crystals
unlocked with: standing wave harmonic field or perfect diamagnetism
tech: 1-body problem - do 100% damage if there is only 1 active bullet
experiment mode and junk tech: random aiming
bug fix - sniper, shooter aiming might be improved (no more firing backwards)
or maybe I just made it worse, let me know
bug fix - Shift registers
working on rewriting the way backgrounds and foregrounds are drawn on each level (in progress)
bug fixes
strong anthropic principle does 0.03599% more damage
spores can stick to rotating blocks now
probably fixed the new wormhole field while targeting a block -> crouch lock bug
ceramic needles now correctly bypass shields
needles fire 3 at a time with a short delay and no spread
tech: planned obsolescence - 3x drone ammo, 1/3 drone nano-scale energy cost, but 53% reduced drone life span
tech: robotics - 3x frequency of bot tech, spawn a random bot
tech: statistical ensemble - 10000% increased frequency of recursive tech you already have
non-refundable tech can no longer display as "off" in the experiment menu when you click it a second time
these tech can't be removed with out resetting
please don't submit bug reports about this...
added more junk tech
tech: flip-flip - does nothing, except toggle on collisions
tech: NOR gate - when flip-flip is ON take 0 harm from collisions
tech: NAND gate - when flip-flip is ON do 55.5% damage
tech: transistor - when flip-flop is ON regen 22 energy/s, when OFF drain 3.1 energy /s
tech: shift registers - set flip-flop to ON with a new level
mob effect: freeze - now only slows mobs down
all freeze effects are about 50% longer
junk tech: music - adds background music to n-gon
junk tech: performance - adds fps tracker to n-gon
tech: dormancy - if a mob has died in the last 5 seconds increase damage by 50% else decrease damage by 50%
tech: torpor - if a mob has died in the last 5 seconds reduce harm by 66% else increase harm by 33%
ship mode can be found in the experimental menu
some mobs now have orbitals at random
new level boss: orbitalBoss
most late game bot tech has been buffed
tech: get 2 random bots, also when you switch guns cycle all bots to the same type
tech change: commodities exchange 6 -> 8 power ups on cancel
tech change: MIRV - doesn't reduce the missile size as much, has a better missile spread, and a very short fire delay
tech: replication - gain 8% duplication, but add in 10 junk tech to the pool
added several new junk tech (18 possible junk tech now)
blocking uses 33% less energy
tech: stimulated emission removed
tech: Bayesian statistics renamed stimulated emission
tech: futures exchange gives 4.5% per cancel (up from 4%)
new level boss: follows you like the dynamo-bot, but is not friend
will not spawn if you have a dynamo-bot
(probably will be rebalanced in next patch)
tech cloning requires > 25% dup chance, and is now only 2x (was 3x) your dup chance for a second boss
playing with the 4 community levels now removes 4 random levels from the level list
tech: dark patterns - reduce combat difficulty by 1 level and add 16 junk tech to the potential tech pool
duplication bug fix
renaming custom mode -> experimental mode
experimental mode is available again even without completing lore
mob: sneaker is a bit faster and stronger
(the invisible one that attacks from stealth)
tech: unified field theory - switching guns uses a reroll to cycle your field
lore: chapter 1 and 2 are now somewhere in the game
lore is the same for all difficulty levels
testing mode and custom are now locked by default until you reach chapter 1
or just hack the game to skip the lore and enable testing and custom
localSettings.loreCount = Infinity;
localStorage.setItem("localSettings", JSON.stringify(localSettings));
bug fix: performance greatly improved on drawing multiple duplicated power ups
health background finally updates to show max health changes
tech: rest frame is removed
tech: inertial frame - gain 66% fire rate, but you can't fire when moving
tech: dead reckoning - when at rest do 33% more damage
requires inertial frame
tech: Galilean group - when at rest take 50% less harm
requires inertial frame
reroll renamed -> research
spore damage increased 25%
ice IX has it's damage buffed by 50%, and freeze effect lasts 2s (up from 1s)
ice IX is no longer a gun
but you can still get it for nano-scale field (and it's pretty strong)
tech: heavy water was removed
tech: correlated damage - duplication chance also gives % damage
(also added some minor nerfs to other duplication tech for balance)
fixed some math on laser tech: diffraction grating and slow light propagation
they were giving too much damage
flechettes are slightly improved in: ammo, damage, fire rate
tech - MIRV can now stack up to 9 bonus missiles
removed tech - recursive missiles
tech: cruise missile - 50% larger size, but travels 50% slower
tech: missileBot - requires gun: missiles
updated in game console style and all messages to match real game commands
new names inline with lore, mod -> tech, game -> simulation
this is probably going to cause many minor bugs, so let me know what you find
new reroll display in power up selection
tech: rocket-propelled now works with all grenade tech
new level boss that fires 2 streams of small bullets that chase you
mod: add a CPT gun to your inventory that rewinds your history, reverts your health, position, velocity for 10 seconds
I expect that spamming rewind has some overpowered combos.
Let me know what you find, and your ideas on balance.
your build url can now be copied in the pause screen
mod: inductive coupling - 4 max health per power up, but limited to 44 max health per level (replaces crystalized armor)
mod: transceiver chip - use all the power ups left over at the end of a level
mod: catabolism - does a flat 5 damage to your health for 3 ammo (was 2% of max health for 1 ammo)
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
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 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
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