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
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
spore tech - nematodes - replace spores with 1/2 as many worms that do 200% more damage
worms are also a bit faster, last longer, have better reaction times
a cool worm graphic, and a simple searching behavior if they haven't found a mob
mycelial fragmentation - makes 6 extra spores during growth phase (was 4)
historyBoss has less health, slower tracking, and more damage
"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
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)
tech: Noether violation - shotgun and railgun recoil is increased and it's direction is reversed, +60% damage for shot/rail gun
each field now has a tech that uses research to give a simple bonus
wormhole: virtual particles - 3 research for 19% duplication chance
cloaking field, pilot wave: dynamical systems - 2 research for 35% damage
standing wave harmonics, pilot wave: zero point energy - 2 research for 74% max energy
perfect diamagnetism or negative mass field: tessellation - 50% harm reduction for 4 research cost
time dilation field - Lorentz transformation now uses 4 research for a 50% speed increase (was 40% for no research)
plasma-bot - now also requires 1 research
nano-scale already has several research deals
added a research to the intro level
Newton's 1st law reduces harm by up to 66% (was 60%) when moving at up to 30
Newton's 2nd law increases damage by up to 66% (was 43%) when moving at up to 30
also they both have no requirements anymore
super ball tech supertemporal now fires with much less delay
and it syncs with frame rate much cleaner
metamaterial cloaking
now gets the damage buff after 3 seconds of no kills (was 4s)
recloaks 1/2 second faster
cloaked vision has a 10% larger radius
6 situational tech can now show up in situations where they are only "OK", but not "great" choices
"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
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
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: 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
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
irradiated drones
new tech: beta radiation - double damage and half lifespan
now don't clump as often, to make the graphics look better
effective radius now includes edges of mobs, not just centers
so they work better on large radius mobs
do 50% more damage, but have a 10% smaller radius and last 3 second shorter time and 80% less ammo (was 75%)
irradiated drones can't get a slowing effect anymore
it was just too annoying
nano-scale can now unlock irradiated drone tech properly
nano-scale now drains more energy per irradiated drone, to scale with the higher ammo costs
time dilation field is now just called "time dilation"
constraints under time dilation is less buggy, but still a bit buggy
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
new level labs is done (it's kinda randomized, so expect it to feel different each run)
(I know there are tons of bugs, but I figure we can find them together :)
foam gun now gets about 20% less ammo
new junk tech: "emergency broadcasting" - plays some fun sounds and gives you health
updated matter.js to a newer build matter-js 0.17.1 by @liabru
(was matter-js 0.14.2 by @liabru 2018-06-11)
matter.js patch notes suggest a possible 30% physics performance increase
decomp.min.js was removed because I don't think it does anything anymore
I did get one error message about it being missing, but there were other bugs too
catabolism - lowers your max health by 1 (was 3 harm) and gives 4 ammo
inductive coupling - gives max energy for leftover power ups (was max health)
now requires mass-energy equivalence
switched to a newer copy, paste URL
this seems to fix issues with failed text copy in the level builder if you hold mouse down for over 6 seconds
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
tech: chain reaction - blocks caught in explosions, explode
tech: shock wave reduces explosion damage by 30% (was 40%)
slime hazards now draw themselves in hazard.query()
I updated all the maps to remove hazard.draw()
but maybe I missed one let me know if you find a buggy slime
laser hazards also draw themselves in hazard.opticalQuery()
2/6 rooms for new level.labs() are completed
tech supertemporal - fire your super balls at the same place in space, but delayed in time
super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence
(this makes adding more balls much stronger)
gun - super balls has 15% less ammo
standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy
this should make rapidly blocking drain upto 10x less energy
base blocking cost have increased by 25%
wormhole gets 10% duplication (was 7%)
ice-IX does 15% more damage
new level element - toggle(x, y, isLockOn = false)
similar to a button but doesn't require a block
used on the level highrise
can toggle "off and on" or "lock on"
tech: WIMPs now requires wormhole
gives 3-9 research now (was 2-3)
tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower
bug fixes
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
historyBoss has a much smaller damage radius, but it does 2x more damage
also history boss has updated graphics
no the dotted lines on the player isn't a bug
inertial mass - negative mass field is larger and you accelerate faster
also moves blocks horizontally while the field is active
junk tech - hide your health bar, spawn 30 health
bug fixes
tech: tokamak - instead of throwing a block convert it into energy and a pulse explosion
requires plasma
standing wave field no longer gives 25% harm reduction
standing wave field can now block through walls
bug fixes
tech removed: frequency resonance
standing wave tech: spherical harmonics - standing wave oscillates in a 3rd dimension, increasing deflecting efficiency by 60%
standing wave tech: expansion - using standing wave field drains energy to temporarily expand its radius
removed tech: supersaturation - 50 max health
tech: tungsten carbide - gain 100 max health, but take falling damage
supercapacitor renamed Maxwell's demon
energy above your max decays 92% slower. add 16 junk tech
(was 70% with no junk tech)
mine synthesis renamed booby trap
spawns a mine when ever you pick up a power up, add 9 junk tech
new community level: tunnel
by Scarlettt
drones will now pick up power ups that are in range even if they are locked onto a mob
(if all mobs are gone they will lock onto and chase power ups)
levels are now randomly flipped horizontally
removed spawn.boost( from n-gon
make boosts with these commands:
const boost1 = level.boost(2550, 1500, 1700) //x,y, boost height
const boost2 = level.boost(-3400, -2050, 3000)
level.custom = () => {
boost1.query();
boost2.query();
also you don't have to draw the boosts any more, the query command does it for you
added 50% chance for elevators on warehouse level
metamaterial cloaking now does 300% more damage if a mob has not died in the last 4 seconds
removed: tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds
fixed bug with experiment not loading tech
"cloak" and "alternate reality" now have styled text
metamaterial field damage increased to 146% (was 121%)
tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds
fix bugs where some shared build URLs were crashing on some unusual tech, like lore tech and nonrefundable tech
junk tech: not a bug - crashes the game
NEW COMMUNITY LEVEL n_gon by Oranger
experimenting with some code the automatically positions blocks into the center of buttons
let me know if anything acts oddly as a result
small adjustments to maps around buttons around platforms
some bug fixes
cleaned up elevator physics, added ability to hold the elevator at one location
added elevator with a on/off button to level highrise (0.6 chance to show up)
jump now applies the velocity of the block you jumped off of
it might feel slightly different if you play n-gon often
it could add some bugs so let me know
elevators have more realistic physics
you can jump off them when they get to the top (fun!)
blocks interact with them in a more healthy way (no bleed through)
they can have a wider range of healthy speeds
it can hurt mobs
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
"block" is now styled text
blocking with a shield is now called deflecting
added 100% block damage buffs to flywheel and inelastic collision
restitution now spawns 2 power ups (up from 1)
about 75 edits to tech requirement text
tech: inflation - thrown blocks expand, and throwing charges faster
fermions applies to thrown blocks as well
junk tech: posture - stand tall
junk tech: rhythm - you oscillate up and down
shieldingBoss no longer shields other bosses
mine damage is about 25% better
final boss leave a body
several minor bug fixes
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)