Commit Graph

112 Commits

Author SHA1 Message Date
landgreen
d8e891a681 chain reaction
tech: chain reaction now requires vacuum bomb, but it increases grenade radius and damage 33%
  (and makes blocks explode)

needle gun fires with more regular timing
needles despawn 1.5s faster, for performance reasons
intro level power ups are relocated
tech: decomposers renamed necrophage
if mobs are one shotted before they see you, they no longer alert nearby mobs
clicking on a mob in testing will log that mob in console
2021-08-03 06:46:19 -07:00
landgreen
7e6fc208a9 endless experimental mode
"labs" is now in the normal map rotation
experimental mode is now endless  (no gauntlet, finalBoss, ...)
fixed a bug that was giving experimental mode full life at the start

perfect diamagnetism field has a 10% larger radius and arc
the 1/15 second cooldown after blocking with perfect diamagnetism no longer stops you from blocking
  it still disables field damage effects and player recoil after blocking  (for 1/15 of a second)

mass-energy now works with catabolism by removing max energy to make ammo
ergodicity - now reduces difficulty by 2 levels and prevent healing from heal power ups (was all healing)
Noether violation gives even more forward recoil
blinkBoss has more health, but it's much slower at easy difficulty
2021-08-01 06:33:53 -07:00
landgreen
1a5071cf06 Lenz's law
tech: Lenz's law -perfect diamagnetism field stays when you aren't holding field
tech: Zeno's paradox - every 5s lose 10% of your current health, but get 84% harm reduction
2021-07-30 09:47:50 -07:00
landgreen
3977b44ec7 scroll menus
shotgun balance
  ice-shot: less spread, higher damage, more crystals
  needle-shot: more needles, higher damage, less spread
  foam-shot: 1 more bubble

power up selection and pause menu elements scroll individually now
  it looks great on my computer, but different operating systems and browsers are unpredictable
  let me know if text is hidden or if it doesn't scroll for you and what OS and browser you're on
2021-07-26 06:15:06 -07:00
landgreen
271791703f worm-shot, ice-shot, needle-shot, foam-shot
shotgun techs:
  (I haven't done enough testing so let me know if these different shotgun modes aren't balanced)
  worm shot
  ice-IX shot
  foam shot
  needle shot

foam lasts much longer on shielded mobs
  overall foam damage is reduced about 8%

attacks that drain energy don't work when the player is immune to harm
  slime, radiation fields, black holes
energy regen that consumes something (ammo, blocks, power ups) now works when immune to harm
  but passive energy regen is still stopped while you are immune to harm

pilot wave field can no longer hit intangible mobs with blocks
  it was too annoying that you can't use blocks to move around so I reverted it back
2021-07-25 05:53:27 -07:00
landgreen
a57639987a weak anthropic principle
tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death

almost all energy regen is disabled while immune to harm
  you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
  Pauli exclusion gives 1 s of harm immunity (was .75 s)
  CPT reversal requires 10% less energy (min energy is 60% to activate)
    CPT grenades gives many more bombs
    CPT bots gives many more bots

growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
sneaker mobs are a bit slower, and have much lower health
starter mobs are no longer aggressive

gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
2021-07-23 07:27:00 -07:00
landgreen
34d295cf48 lore chapters: 3,4
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
2021-07-21 07:01:46 -07:00
landgreen
f590cfc99e isotropic radiator
"pressure wave" renamed "phonon"
  tech packet length removed
  most wave beam tech is now compatible with phonon

wave beam tech: isotropic radiator - phonon has shorter range but expands in every direction

drone tech: torque bursts - teleport towards targets and do 30% more collision damage

irradiated drones do 33% more damage, 33% less collisions damage
   5% more ammo, 30% less range, don't lose duration on collisions

pseudoscience only gets 3 free rerolls per tech
2021-07-15 06:14:56 -07:00
landgreen
8b0acb4c56 bug fix 2021-07-09 19:14:49 -07:00
landgreen
1668972156 gamma ray rename free-electron laser
"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
2021-07-09 19:09:17 -07:00
landgreen
cc813bc479 pressure wave balance
pressure wave balance - slightly more ammo
gamma-ray laser does 200% damage and 250% more drain  (was 150% damage, 200% drain)
gamma ray now doesn't lock out other laser tech
hidden variable now gives 15, not 30 heals
2021-07-08 06:22:20 -07:00
landgreen
d346afb2d0 pressure wave
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)
2021-07-07 19:26:47 -07:00
landgreen
89ade77e14 lore conversations
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
2021-07-04 06:40:57 -07:00
landgreen
8b73c9ffc4 pseudoscience
tech: pseudoscience - renewing power up choices costs no research, but adds 1-5 JUNK to the potential tech pool

>update text now shows the last 20 updates and has a scroll bar
2021-07-01 07:41:16 -07:00
landgreen
a2b56d1f7e abiogenesis
tech: abiogenesis - spawn a second level boss on each level, but costs 5 research or if you don't have the research add 49 JUNK tech to the pool
  note to level builders I rewrote the add duplicate boss code in all levels: spawn.secondaryBossChance(x,y)

foam tech: uncertainty principle - foam bullets change position randomly, increase foam damage by 66%

throwing blocks now charges faster with reduced fire cooldown
tech renormalization now has a 40% chance to refund a research  (was 37%)
performance- now precalculate player gradient fill
2021-06-30 06:40:37 -07:00
landgreen
f427f181a3 radioisotope generator
tech - radioisotope generator - drones have the effect of neutron bomb, but you get less ammo
bug fix - reduced tolerances now properly gives extra ammo
water shielding now protects you from all radioactivity, but only gives 75% protection
  (drones, neutron bomb, radioactive explosions, and even slime)

final boss has more durability in it's final phase
final boss no longers gets knocked around as much from explosions

level.warehouse predraw lighting for performance
bug fix on sewers where slime was doing too much harm
2021-06-27 12:40:26 -07:00
landgreen
cb2a8e4243 quenching
tech: quenching - if you're at full health heal power ups do harm but they also increase your max health

you can play with camera smoothing now in the console
  m.lookSmoothing = 0.07, //1 is instant/jerky,  0.01 is slow zoom, 0.07 is standard

more progress on level - labs
2021-06-18 13:20:02 -07:00
landgreen
36d44c2569 balance
over all game difficulty scaling occurs faster
  your damage will feel lower, and you will take more harm,
  so you should probably play on a lower difficulty

tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
tech: inertial frame is removed
tech: automatic is now a junk tech

balance:
  dead reckoning gives 36% damage when at rest (was 30%)
  overcharge gives 10 more energy, but adds 10 junk tech
  1st ionization energy gives 6 energy per heal (was 5)
  dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
  torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
  Ψ(t) collapse spawns 3 more research, so it's at 15
  fragmentation gives 30% more nails for railgun
  ammonium nitrate +25% (was 20%)
  generalist gives 8 guns (was 6)
  arsenal gives 10% per gun (was 14%)
  rivet gun fires 25% faster, rivets are 15% larger
  shotgun slug is 33% bigger
  missile bot fires 10% more often
  tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
  beamSplitter has a 20% lower divergence
  nano manufacturing tech is all buffed 15%
  traversable geodesics gives 2 guns and ammo (was 1)
  mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
  zoospore vector has an 11% chance to spawn (was 9%)
  negentropy spawns a heal for every 33 missing health (was 50 health)
  exciton-lattice gives 60% damage
  thermocouple spawns 1-8 ice-IX (was 1-5)
  WIMPs spawn 2-6 research (was 2-3)
  quantum immortality reduces harm by 33% (was 23%)
  commodities exchange gives 10 power ups (was 8)
  super balls are 17% bigger (this means they do about 25% more damage)
  exothermic process increases damage by (was 45%)
  heat engine increases damage by 50% (was 40%)
  replication gives 10% duplication chance (was 8%)
  stimulated emission gives 22% duplication chance
  futures exchange gives 4.7% duplication chance per cancel  (was 4.3%)
  needles are 10% slower and do 15% more damage

bug fixes:
  reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
  hazards on horizontal flipped levels now correctly do damage
  ship mode aims properly after you die
    although it still doesn't reset
  experiment mode selections are highlighted better
2021-06-13 05:41:37 -07:00
landgreen
e83b84f1fb highrise
some changes to highrise level

boost bug fix
MACHO bug fix
2021-06-02 05:41:15 -07:00
landgreen
8727fee15e MACHO
tech: MACHO - an object follows you and gives you harm protection when you are inside it's halo

several nano-scale field tech now require some research, and have been buffed
  nano-scale mycelium, ice-IX, missile tech now consume 20% less energy to produce bullets
  nano-scale bot tech: spawn an extra bots

some bug fixes
2021-05-24 05:19:36 -07:00
landgreen
0019143124 metastability
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
2021-05-10 06:20:19 -07:00
landgreen
ce169ba860 crystallizer
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)
2021-05-08 07:35:25 -07:00
landgreen
455f41540a non-unitary
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
2021-05-06 05:50:50 -07:00
landgreen
29dee3536f triple point
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
2021-04-21 19:57:53 -07:00
landgreen
ef63dc5494 crossfire
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
2021-04-17 09:55:27 -07:00
landgreen
45fb86189b drone repair
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
2021-04-02 10:53:44 -07:00
landgreen
3ab42884ca relay switch
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
2021-03-26 05:54:28 -07:00
landgreen
84e4079181 blocks don't block vision
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
2021-03-23 15:47:33 -07:00
landgreen
38e38578e6 backward induction
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
2021-03-22 05:30:29 -07:00
landgreen
603d5c466c frequency doubling
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
2021-03-20 16:42:36 -07:00
landgreen
69b416b203 ergodicity, tooltips
tech requirement info UI updated in experiment mode

tech: ergodicity - remove heal power ups and heal tech,  reduce difficulty by 2 levels
2021-03-19 19:15:52 -07:00
landgreen
862a0ae9d0 electrostatic induction
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
2021-03-13 06:22:05 -08:00
landgreen
3d04e61a04 testChamber2
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)
2021-03-11 18:35:11 -08:00
landgreen
5f68bc687f pulsar
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
2021-03-07 05:59:10 -08:00
landgreen
9e98ceb4e1 frequency
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
2021-03-02 04:24:23 -08:00
landgreen
542815478e NOR NAND
possible bug fixes for the crouch lock bug

tech: NAND gate -  at the start of a level set flip-flop to "on"
tech: NOR gate - do 50% more damage when the flip-flop is in the "off" state
2021-02-27 12:47:16 -08:00
landgreen
5c466b4e09 shieldingBoss
shieldingBoss - doesn't attack, but shields all mobs every 2.5s

reworked how tetherBoss's constraint work
  please, let me know if the tether boss is buggy on any of the levels
  the chance for tether boss was removed from level: detours

tech: flip-flop - collisions do 25% more harm, but you become immune to harm for the next collision
2021-02-26 05:10:25 -08:00
landgreen
6fdbc0ea7e m.switchworlds() 2021-02-21 06:14:11 -08:00
landgreen
10b5616460 upgrades
many worlds renamed to ansatz
new tech many-worlds: at the start of each new level switch realities

removed tech: electroactive polymers - convert bots to the same type on weapon swap
all bot upgrades convert current bots to the upgraded type
  only one bot upgrade allowed
2021-02-20 16:37:32 -08:00
landgreen
7e963881f6 orbitals
ship mode can be found in the experimental menu

some mobs now have orbitals at random
new level boss: orbitalBoss

most late game bot tech has been buffed
tech: get 2 random bots, also when you switch guns cycle all bots to the same type
2021-02-17 06:44:33 -08:00
landgreen
5aa7233bc8 quantum foam
all mobs that move through walls and blocks now have a transparent fill
player and power ups float in hazards

tech: apomixis - after reaching 100% duplication spawn 4 level bosses
tech: quantum foam - +153% foam damage, fire 0.35s into the future
bullets are bigger, and  easier to see
2021-02-12 06:02:34 -08:00
landgreen
dc94bf871d replication
tech change: commodities exchange 6 -> 8 power ups on cancel
tech change: MIRV - doesn't reduce the missile size as much, has a better missile spread, and a very short fire delay

tech: replication - gain 8% duplication, but add in 10 junk tech to the pool
added several new junk tech (18 possible junk tech now)
2021-02-07 06:20:58 -08:00
landgreen
6e5d951bf1 historyBoss
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)
2021-02-05 05:38:08 -08:00
landgreen
6446685cf0 bug fix dark patterns 2021-01-31 11:41:42 -08:00
landgreen
e4acaca31c unified field theory
unified field theory doesn't require research to cycle fields

game resets after beating final boss (in 20s)
2021-01-26 07:28:18 -08:00
landgreen
21affab7b1 renamed mech to m
to continue playing after the final boss you need to use testing mode:  "T" -> "U"
renamed mech -> m
2021-01-24 08:54:26 -08:00
landgreen
9b65a188eb chapter 1, 2
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
2021-01-23 07:01:04 -08:00
landgreen
059e133667 rest frame
health background finally updates to show max health changes

tech: rest frame is removed
tech: inertial frame - gain 66% fire rate, but you can't fire when moving
tech: dead reckoning - when at rest do 33% more damage
  requires inertial frame
tech: Galilean group - when at rest take 50% less harm
  requires inertial frame
2021-01-11 14:00:01 -08:00
landgreen
ef8ae42591 wide laser
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
2021-01-10 05:19:13 -08:00
landgreen
cd0e47df30 complex spinstatistics
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
2021-01-07 12:24:40 -08:00