tech: pressure wave - wave beam fires lower frequency, higher damage, wide arcs that propagate through solids
tech: gamma-ray laser - increase laser damage by 150% and energy drain by 200%
works for all lasers except pulse
tech: specular reflection - now just gives +2 laser reflections (was +1, and damage/energy increase)
you, pilot wave, and drones can't pick up ammo if you have Infinite ammo on your current gun
wormhole still eats everything
Bayesian statistics gives 4.2% damage per research (was 3.9%)
bot fabrication needs 3 research to make a random bot (was 4)
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
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
added 2 new testing keys: J = clear mobs, H = infinity health
added junk tech: ship (it's hard to control, but you get better with practice)
m.shipMode() in console
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)
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
tech: antiscience - 100% damage, but lose 11 health when you pick up a tech
tech: laser widebeam + output coupler can now stack up to 9x (was 1x)
but it not longer works with tech: slow light propagation