buffBoss: group of mobs that buff their group after they die
this boss maybe unbalanced in some situations, let me know
(get them all low on health before you start killing them)
complex spin-statistics gives 1.5/7 harm immunity (was 1/7)
also tech frequency was halved
tech fermions is now on by default: thrown blocks can collide with intangible mobs
pilot wave uses 5% more energy for balance
2 more lore chapters (5 total now)
entering testing mode makes a sound now
reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations
I hope this will increase build variety and also give more value to making good tech choices
countless bug fixes and wording fixes
mobs have a new trait mob[i].damageReduction
shieldingBoss stops re-shielding after taking damage
25% more health
re-shielding Cooldown is 25% shorter
you can pick up ammo with laser again
it was too annoying to switch guns
you have 1/2 second harm immunity after leaving a portal
lore conversations are better at recovering from speech API freezes
(if the speech API doesn't work after 10 seconds it switches to pure text)
"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
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