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
pilot is back to it's previous speed, and spawning at mouse
pilot wave uses 50% less energy when you are low on energy, but it uses more energy then normal when you have more energy
pilot wave tech
lost: time crystals, Lorentz transformation, annihilation
gained: degenerate matter - 60% harm reduction while field is active
tech: potential well - blocks in pilot wave drift into the center of the field with a much higher force
this lets you hold larger blocks and flick them much faster
spammable methods of energy generation no longer work while immune to damage
rail-gun, flip-flop, dynamo-bots, ice-IX, energy siphon
pilot wave follows the mouse a bit slower
(I think this is actually a buff, because blocks stay in the field better)
a newly clicked pilot wave now begins at the player, not the mouse
(this is just because it looks cool)
tech: many worlds, now only spawns 1 tech
(use to spawn a heal, ammo, research too)
ice-IX does 15% more damage
tech: WIMPs - an indestructible harmful particle slowly chases you
spawn 2-3 research at the end of each level
experimental mode : WIMPS chase you
beating the final boss looks a bit less like death and a bit more like winning
also there are some text directions on how to enter endless mode (press T after you win)
tech removed: 1-body problem
wave beam bullets now end after hitting mobs
bullets do more damage, and reduce mob velocity a bit
more ammo, more fire delay
most wave beam tech has been buffed a bit also
tech: metastability - 20% dup chance, but duplicated powers up eventually explode
nerfed tech: electric reactive armor 6% (was 7%) explosion damage reduction for every 10 energy you currently have
random tech spawn chance now scales with levels clear (zero chance after level 10)
(it used to scale with total tech acquired, but you probably will not even notice this change)
tech: crystallizer - mods produce ice-IX crystals when they die
tech pulse and tech slow light now work together for laser beam,
(I think it is pretty dangerous to try them together though)
new COMMUNITY LEVEL vats by Dablux on discord!
(also the community map order wasn't randomizing right and was giving an extra level before the final boss)
more wave beam balance
backward induction costs 2 research now, also it is fixed (it would sometimes give an extra tech or the wrong tech)
powerupBoss now gives research and ammo when it hits you, not 2 heals (it still ejects one of your tech also)
tech: non-unitary operator - taking damage randomizes your run, reduce difficulty by 2 levels
harm immunity effects now apply to explosion self damage
tech: CPT grenades no longer harm you
tech: least action - wavelets are slower and do more damage
tech: amplitude - wavelets are taller and do more damage
tech: wavelength - wavelets are longer and do more damage
community level crossfire has been nerfed a bit
**wave beam rework**
removed tech: wave packet (this is now the default mode of wave beam)
tech: imaginary number - 50% more damage, but the wave is a single strand
tech: bound state - wave bullets reflect backwards 2 times
now stacks 9 times and works with phase velocity
tech: jabbering - wave beam fires another packet if you hold fire
also increases wave damage by 25%
pulse laser now charges up with energy before you fire, but it fires 3 overlapping explosions
please give feedback on balance (too strong, too weak?)
tech shockwave: now applies to all explosions
foam gun now gets 20% less ammo
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
diffraction grating only gains 1 extra beam, but no longer gets a damage reduction
also the beam split is wider than before
needle move twice as fast (was 50, now is 100)
and they are 50% longer and 25% thinner
damage was improved about 20%
delay between each needle in a volley is slightly longer
thrown blocks can damage intangible mobs for a couple seconds after they are thrown
they are set to act like bullets for a few seconds after being thrown
all blocks do 50% more damage to mobs and 50% longer stun
blocks do more damage vs. shielded mobs (damage penalty is 40%, was 66%))
mass driver - damage increase set to 200% (up from 100%)
negative mass field can lift blocks twice as heavy as before with little movement reduction
tech: flywheel - when mobs die their body is spun and flung at nearby mobs
requires mass driver, no other mob death tech
bots are now nonrefundable, so they don't display as a tech when you select them
this might introduce some errors, please let me know if you see something
bot counts can be seen in pause menu
the final boss will spawn progressively more mobs if you don't kill it quickly enough
levelBosses are also more likely to spawn on the final boss
added community map - crossfire
by iNoobBoi
experiment and junk tech: decomposers - mobs leave behind spawns when they die
new levelBoss - a cluster of larger spawns
while it's alive all mobs other leave behind spawns
added block collisions to most no collide mobs
(this should buff block throwing and pilot wave)
experiment and junk: panopticon - mobs can see you all the time
scrap bots now have a 33% chance to spawn for 10 seconds after killing a mob
(was 20% chance for 20 seconds)
tech: scrap refit - killing a mob resets your functional scrap bots back to 10 seconds of operation
several damage tech have reduced damage by about 10%
spores do 20% more damage, but last 1 second shorter
tech: automatic - always fire, but get 2.5x ammo
requires inertial frame
tech: drone repair - while drones are your active gun, drones respawn with a 50% chance to consume ammo
added new graphics to several maps
to level developers: level.fillBG and level.fill no longer work,
you should draw backgrounds directly in level.custom like this:
level.custom = () => {
ctx.fillStyle = "rgba(0,255,255,0.1)";
ctx.fillRect(6400, -550, 300, 350);
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
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 fix - grower mob becoming immune to damage when shielded and growing bigger than shield
relay switch - toggles ON/OFF when you pick up a power up
tech: ice IX condenser - if ON make a couple Ice IX crystals every second
more bug fixes (pulse color, backwards induction giving too many tech)
mobs can now see through blocks
mobs spawns and level spawns have been adjusted to prevent getting zonked at the start of a level
more bug fixes (many worlds, disintegrated armament)
tech: backward induction - gain all the tech options you didn't choose from your previous tech selection menu
some tech is now only 50% likely to show up
I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency
reset on experiment menu should now clear power ups and bullets
fixed bug with no heals
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: electrostatic induction - foam bullets are attracted to nearby mobs
portals on perplex map, now remove blocks that fall in
new community map! coliseum by iNoobBoi
a few more tech can be refunded properly
nonRefundable tech don't show up in the list of tech you have
meta-analysis - if you choose a junk tech you instead get a random tech and spawn 2 research
micro-extruder should have 50% less lag
new community level testChamber2! by Oranger on n-gon discord
(be sure to enable community levels in settings)
new mob: pulsar - aims at player and does damage in an circle
(set to 3x chance to show up until the next patch)
several tech that were nonrefundable now can be removed and refunded
added several bug fixes
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
some tech now has 2x,3x,4x frequency of showing up
(most tech is at 1x, a few are at 2x if they have a rare requirement to unlock)
reworked junk and lore tech systems
(might be some new bugs)
tech that used to just summon a power up now also increases tech frequency
removed the 4 perpetual techs
maybe fixed immune boss bug on detours level