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)
mod - many worlds: 100% chance on choosing a power up to spawn a reroll if you have no rerolls
mod - microstates: +7% damage for every 10 active bullets
(requires mod: Lorentzian topology)
mod - laser diode: laser, pulse, and laser-bots use 37% less energy
25% increase in difficulty scaling (level 10 should now have the difficulty of level 12)
effects: player damage, mod damage, mob acceleration, mob reaction time, mob cooldown time
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)