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
several new junk tech
unified field theory: now cycles fields after you click the field box when paused
tech: restitution - mobs killed by blocks spawn power ups
tech: inelastic collision - 60% harm reduction when holding a block
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)
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)
tech: cloning - chance to spawn another level boss = 3x your duplication chance
tech: dynamo-bot: a bot follows your history, damages mobs, and regens energy when it gets close
tech: dynamo upgrade: more energy regen
various bug fixes
Laser+slow light prop+crouch= all but one laser stays in original position
CPT rewind and gun: correctly put you back into a crouch position
Higgs + rail gun allows movement
blocks don't linger at the bottom of portals anymore
squirrel cage - move even faster, but take 5% more harm
tech: iridium-192 - explosions are radioactive, +80% damage, spread over 4 seconds
damage immunity graphic is more obvious
difficulty mode no longer increases after killing final boss (it was too confusing)
tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
removed Galilean group
removed gun flechettes
removed critical bifrication
removed railroad ties
removed incendiary (for nail gun)
nail gun:
needle gun: accurate, piercing mobs, fire 3 at a time
rivet gun: accurate, ballistic arc, doesn't use much ammo
tech: bigger rivets (9x stack)
all nails
radioactive 2s tick (about 70% damage increase)
0.5s full tick
4s longer tick
critical hits -> explosion (from flechettes)
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
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
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
reroll renamed -> research
spore damage increased 25%
ice IX has it's damage buffed by 50%, and freeze effect lasts 2s (up from 1s)
ice IX is no longer a gun
but you can still get it for nano-scale field (and it's pretty strong)
tech: heavy water was removed
tech: correlated damage - duplication chance also gives % damage
(also added some minor nerfs to other duplication tech for balance)
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
fixed some math on laser tech: diffraction grating and slow light propagation
they were giving too much damage
flechettes are slightly improved in: ammo, damage, fire rate
tech - MIRV can now stack up to 9 bonus missiles
removed tech - recursive missiles
tech: cruise missile - 50% larger size, but travels 50% slower
tech: missileBot - requires gun: missiles
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
catabolism - 2% (was 2.3%) of max health removed
many worlds - spawns 2 rerolls (was 1)
pilot wave field- now has access to several mods that normally require other fields
this plus the fragmenting block mod are a big buff for late game pilot wave
let me know if it is too strong
mod nano-scale: bot prototypes - upgrade a bot type and build 2 of that bot
mod nano-scale: bot manufacturing - build 3 random bots
these mods don't show up in custom
mod: causality bots - before you rewind, build bots that protect you for for 7 seconds
mod grenade: causality bombs - before you rewind, drop some grenades
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
field - wormhole now has a 10% chance to duplicate power ups
mod: erase - remove rerolled mods from the selection pool
custom now lets you reproduce builds that only occur in game when a mod/gun/field is removed is ejected
example: in custom you can get time dilation only mods, then jump over to nano scale field and keep the crazy time dilation regen
this might cause some problems, let me know if anything gets weird
balance: perimeter defense - 3% harm reduction for each bot (was 5%)
mod: network effect - 2% damage for each bot
mod: commodities exchange - canceling a power up gives 6 rerolls, ammo, or heals
all bot upgrade mods are improved by about 33%
mod superdeterminism - spawns 6 mods (was 3)
mod: futures exchange - canceling power ups increases duplication chance by 4%
mod: monte carlo experiment - spawn 2 mods, but you have a 50% chance to lose a random mod
requires duplication mods, not available in custom
mod: exchange symmetry - spawn 1 mod with double your normal duplication chance
requires duplication mods, not available in custom
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)
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
mod - neutron bomb is a grenade mod, it's damage is 33% higher
direct hits also apply radiation damage over time
missiles aim better, accelerate quicker, push blocks out of the way better
crouch fire mode rapidly launches missiles vertically
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
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: vacuum bomb is removed
mod: vacuum bomb - grenades fire slower, explode bigger and, suck everything towards them
laser and diffuse laser graphics are better
mod: output coupler - diffuse laser beam is 30% wider and does 30% more damage
requires diffuse beam
level number doesn't increase if you skip the boss (in the late game)
mod: critical bifurcation - nail gun does 400% more damage if it hits very close to the center of a mob
mod: supercritical fission - flechettes explode if they hit very close to the center of a mob
mod: transdimensional spores - after wormholes eat blocks, they disturb spores
mod: traversable geodesics - your bullets can go through worm holes
scrap bots now only last only 30 seconds, but they have a 20% chance to spawn from a kill (was 11%)
the difficulty should feel a bit harder after clearing the boss level
(a bit more more damage taken, and fewer mod drops)
some wormhole bug fixes
wormhole mod: cosmic string - damage mobs when you teleport through them
wormhole mod: Penrose process - overfill energy to 300% of max, with a block gets sucked into a hole