tech: active cooling - 15% faster fire rate for each gun in your inventory
tech: specialist - spawn a random power up for each gun in your inventory
(not available in custom, requires tech: generalist)
tech: complex spin-statistics - become immune to harm for 1s every 7s
requires Pauli exclusion
even less difficulty ramp after killing final boss
beating the final boss automatically increases the difficulty mode for this run and future runs
some foam balancing, mostly buffs
standing wave harmonics gets 15% harm reduction again
foam dissipates a bit faster, has less ammo, and does 60% more damage per second
tech: foam fractionation - foam is 100% bigger when you are below 200 ammo
difficulty now increases linearly, even after beating the final boss
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)
wave beam damage works better vs. high mass mobs
also more damage and ammo
mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
mod: Bose Einstein condensate - freeze mobs inside your field
pilot wave, negative mass field, time dilation field
difficulty - after you clear the finalBoss, difficulty increase per level is now lower
but, when the finalBoss dies difficulty immediately increases greatly
difficulty used to work like this:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
(+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
(+4 per level) 44,48,52,56 ...
difficulty works like this now:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
(+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
(+3 per level) 43,46,49,52 ...
difficulty mode scales these numbers
easy: x1, normal: x2, hard: x4, why: x6
each time difficulty increases:
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
b.dmgScale *= 0.93; // your damage goes down
game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
added more requirements to various mods
CPT reversal is more flexible with energy
1.5-5 seconds of rewind drains 66% - 220% energy
mod: exothermic process - renamed acute stress response
mod: heat engine - reduce max energy by 50 increase damage by 40%
mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
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 see your build while in the power up selection menu
balance - metamaterial cloaking field gives 111% more damage (up from 66%)
mod: Newton's 1st law - harm reduction when moving fast (thanks NoHaxJustPi)
mod: Newton's 2nd law - damage increase while moving fast
balance: mod capacitor - gives 1% damage for every 7% energy (was 5.5%)
some fixes on community level detour
added a once every 7 second check to try to undo the crouch bug
(I have no idea how to crouch bug is happening, so I can't even test this fix)
mod: slow light propagation - laser is divided into your past, and increase total damage by 200%
let me know about balance (is this too strong or too weak)
mod rail gun: dielectric polarization - firing the rail gun damages nearby mobs
block hole mobs are no longer visible before they activate
striker mobs teleport more often
final boss:
laser does no damage for 2 seconds after it begins
spawns 2 waves of mobs each spawn cycle (was 3)
power up boss no longer slows down after each time you kill it
holding down the field button will stop nano-scale field from converting energy into bullets
energy costs have been increased a bit
nano scale can now use mod - supercapacitor
snake boss is updated
-fear the snake
mod neutron bomb: vacuum permittivity - gets a larger radius and a slow effect
bosses are only stunned for 1/5 of the normal stun time
bug - spider boss move at full speed again (watch out)
bots that uses energy stop when you hit 50% energy if you have mass-energy mod
you get a warning before you overwrite your current gun due to integrated armament
gun - flak is removed
mod: High-explosive incendiary, or incendiary rounds
shotgun: several large explosions
nail gun: rapid fire explosions
drones: drones explode on impact
super balls: explode on contact
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
mini black hole mobs travel through walls
mod: radioactive contamination - after a mob or shield dies, leftover radiation spreads to a nearby mob
mod: half-wave rectifier - railgun overfills with energy when you charge instead of draining
removed rail gun mod - frame dragging
bug fixed - rail gun bugs out when your charge speed gets very low
mod: sentry - mines are modified to automatically fire nails at nearby targets for 12 seconds
update to mod: anthropic principle - only works once per level
but gives 6 seconds of damage immunity and 2 extra heal power ups
most energy regeneration effects now overfill energy above the max by default
piezo electricity over fills energy by 300% (was 100%)
missile moves slightly differently
it used to slow when locked on to a target
now it slows when turning
missiles explode when near any mob
wormhole mod: cosmic string - now stuns mobs and applies radiation damage
mod time dilation: - quadruple your default energy regeneration
added final boss level, it's still in progress so I'd love some feedback
also the game loops back to the intro level after the boss
I'll be working on the ending in the next patch, so the intro level is just a placeholder
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