Commit Graph
100 Commits
Author SHA1 Message Date
landgreen e3a82417d6 remove free guns 2022-03-06 19:07:59 -08:00
landgreen 4efc3d2d82 merged shotgun tech
railgun and foam have a bit more ammo
capacitor bank makes foam gun fire a stream of foam
tech shift registers is now always on
  (set ON/OFF to ON at the start of a new level)
tech from applied science doesn't count for various tech that convert tech into other things (pure science, many worlds)
grappling hook now shows hooks on the grapple

merged similar gun tech
  needle gun+needle shot
  rivet gun+shotgun slug
  shockwave+blast mines
  nematodes+worm-shot
  necrophoresis+necrophage
    the worm aspect now spawns 3 copies instead of just a lifespan reset
2022-03-06 19:00:27 -08:00
landgreen 50fbd618a6 bulk modulus
grapple goes 40% farther before it retracts automatically
grapple now works well with fire delay reduction
  or it's annoying, you decide!
smelting cost more ammo as you increase stacks

grappling hook tech: bulk modulus - immune to harm while grappling, but drain a bit of energy

particle collider renamed pure science - and it gives 1 research instead of energy when it fails: 4% chance
2022-02-28 05:36:58 -08:00
landgreen 05dbd63a50 grapple stuff
grappling hook - small quality of life improvements
  about 30% larger, and a new shape (does more damage as a result)
  continues past mobs after hitting them instead of retracting
  pulls faster even at close range
  sticks into walls more reliably
  returns to you when you let go of fire, even when stuck
  loses ammo less often
  drains energy as it pulls

JUNK tech: Mech v4.48 - open a portal to a primordial version of reality (an old scratch game I wrote)
JUNK tech: harvest - convert all the mobs on this level into ammo
pause menu stats are a bit different
2022-02-27 06:55:30 -08:00
landgreen 1ca00d3598 grappling hook
tech grappling hook - can attack to walls and pull you towards the walls
   harpoon extends farther as you hold down fire, but no longer has auto-steering

mobs do 4% less harm per difficulty level
railgun/harpoon auto-targeting is smarter at long distances with multiple small targets
  but it still has trouble with moving targets
booby trap only has a 100 -> 50% chance to drop a mine when picking up power ups
added fallback for browsers that don't allow local storage
2022-02-24 05:50:39 -08:00
landgreen e73abc63ba smelting
filament renamed UHMWPE
unaaq renamed Bessemer process
toggling harpoon renamed induction furnace
half-wave rectifier renamed alternator
reticulum renamed smelting
  smelting costs 2 ammo packs per upgrade
  railgun works with smelting

JUNK tech: Higgs phase transition - spawn 3 tech, there is a chance to remove everything with a 5 minute halflife
2022-02-20 13:49:08 -08:00
landgreen 33fe8faff9 railgun
tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
  railgun has auto-targeting, like harpoon
    the aiming graphic is gone
  disables filament, reticulum, toggling
  unlocks capacitor bank

mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo

harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks

bugfixes
2022-02-19 13:21:33 -08:00
landgreen e913fb3548 mineBoss
new reactor boss - mineBoss
  1/3 chance for 1 of 3 different bosses to spawn on the reactor level

harpoon starts with 10->3 ammo, and still gets 1 ammo per powerUpx
network effect damage per bot 7->6%
perimeter defense harm reduction 8->7%

bug fix decoherence
2022-02-15 19:07:01 -08:00
landgreen 8b3a4c0cb9 sprayBoss
new sprayBoss on reactor level
  shows up 50% of the time
  unbalanced right now, so give me feedback
2022-02-13 06:48:23 -08:00
landgreen 67a6ee29d1 railgun default harpoon
harpoon's crouch is now a harpoon sized railgun
tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts
toggling harpoon does 800 -> 600% more damage

perfect diamagnetism default field is a bit larger

bug fix with several periodic checks running off simulation time
  they now run on player time and will be active during time dilation
fixed a bug where lore wasn't working
2022-02-08 05:51:06 -08:00
landgreen d51a9d6dd8 seed display
seeds are displayed in pause menu and intro map
seeds from your previous run is displayed in settings after you die
fixed some minor seed inconsistency
2022-02-06 21:07:52 -08:00
landgreen 775f45b863 seeded random
all runs are now seeded
seed defaults to the last 8 digits of UTC time in milliseconds
set a custom randomization seed in settings
seed controls:
    at start - boss list, mob type list, level list, horizontal flip
    during run - tech, gun, field choices, some custom level randomization
doesn't control: mob spawns, mob size, some minor level differences, specific level boss choices, ammo reward values, specific tech effects

bug fix with ground state
2022-02-06 08:52:39 -08:00
landgreen 496cc83878 particle collider
tech: particle collider - in pause menu clicking a tech ejects it (5% chance to lose the power up and convert into energy)
  (also works on testing without the tech)

growBoss no longer goes invulnerable
bounceBoss bullets (on reactor map)
  do 33% less damage
  move 50% slower, so they don't fill the entire map

ground state reworked: reduce passive energy regen by 66%, increase max energy by 200
electronegativity: increase damage by 1% for every 9 -> 8 energy
acetone peroxide does 300 -> 200% more self harm from explosions
predator renamed parasitism
2022-02-05 07:01:03 -08:00
landgreen 6a2ef59c7b bounceBoss balance and bug fixes
difficulty balance per level
  mob harm done is reduced about 2%
  player damage is increased about 2%

slasher mobs do 20% less damage
  this is because they killed me on my last run and I'm bitter
mantisBoss is invincible for a less time
Zeno's paradox removes 1/10 -> 1/12 health every 5 seconds

slow, stun, plasma, foam, neutron bomb effects now only slow mobs down to a minimum speed of about 2-4

bug fixes
  bounceBoss deals with slow effects in a less buggy way
  final boss didn't kill invincible mobs when it dies
2022-02-01 19:38:36 -08:00
landgreen 8bee75cf6e level - reactor
new level: reactor - midBoss fight
  it's not well balanced yet
  Let me know if there are any impossible gun combinations

for new players the training button at the start screen now cycles colors
  effect shows if you haven't cleared the first training level, and you haven't done at least a few normal runs

standing wave expansion tech is 40% larger and gives 25% deflecting efficiency
ammonium nitrate gives 30 -> 27% damage and range
heuristics gives 30 -> 33% fire rate
wormhole invariant tech drains energy much slower while time is paused

bug fixes
  null level now longer progresses level.onLevel
2022-01-30 19:15:09 -08:00
landgreen 53392df55e tinker
JUNK tech: tinker - unlock JUNK tech in experiment mode
  this effect is stored for future visits on the same browser
several JUNK tech text have been cleaned up

your explosions do 8% more damage, but not more harm
grenade gun fires 5% faster
ruins/pavilion map is adjusted to be a bit easier to move around
crouching speeds up exit door animation

removed google analytics
bug fix with power ups and frozen time
bug fix with elevators and map collision
2022-01-22 07:39:05 -08:00
landgreen 083eb83e69 bug fix 2022-01-18 20:28:08 -08:00
landgreen 728e33aaad removed several !m.isBodiesAsleep
this could cause some bugs for bullets or mobs when time is dilated
2022-01-18 18:59:26 -08:00
landgreen 4b8ecfce40 exit animation
exit door has a 1 second delay and animation

reservoir map now has a flipped horizontal chance
map ruins renamed -> pavilion

all the individual !m.isBodiesAsleep are replaced with ones in the main game loop
  this needs extensive bug testing?
    should behave similarly to testing mode, which doesn't have issues
  todo remove the checks from bullets and mobs, do this after update so it can be easy to revert

bug fixes
2022-01-18 18:12:04 -08:00
landgreen 694ff23f61 slashBoss
new boss: slashBoss - same as slash mob, but it's get invulnerability of course

if you have upgraded bots then random bot will that type
being inside slime reduces gravity by 50% through buoyancy
difficulty increase for mobs harm is 2% lower per level
boson composite no longer lets you pass through elevators and rotors

NAND gate damage 50 -> 55.5%
2022-01-16 08:22:31 -08:00
landgreen 752a0034ed invariant
the level list now has 2 levels randomly removed to bring the total back to 13
  15 level play session felt too long

tech: invariant - use energy to pause time while placing your wormhole

reservoir level has wider platforms, and some other changes

Zeno's paradox 83->85% harm reduction
supply chain no longer gives 5% JUNK
vector field renamed -> tensor field: also gives 7 research
2022-01-13 07:56:08 -08:00
landgreen 71211c5f8a bug 2022-01-11 06:35:38 -08:00
landgreen 514b72c76d reservoir
new map reservoir - still in development, but putting it out for feedback

tech: optical amplifier - get 3 random laser tech, but you can't turn off your laser until you run out of energy

slow light - lasers are slightly closer together at higher stacks of this tech
research power ups no longer log to the "in game console" to prevent spam
dynamo-bots give 6->7 more energy (upgraded 20->23)
some Boss invulnerability times are very slightly shorter
music tech now links to actual n-gon music
  https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn
2022-01-10 20:59:44 -08:00
landgreen fb13826adb typo 2022-01-03 18:45:34 -08:00
landgreen 635dd728da ruins level rework
ruins level is larger, more balanced for combat, with easier platforming

vanish element
  vanish slower if they are wider
  delete blocks caught inside it as it returns
2022-01-03 18:39:28 -08:00
landgreen 1ef77b7971 ruins, level
new level: ruins, let me know about combat and platforming difficulty balance

vanish elements now shrink horizontally
  now colored dark blue to not look like mobs
2022-01-01 20:22:00 -08:00
landgreen 7d1b212c8a vanish platform
new training levels "stack", "mine", "grenades", "harpoon"

new map element vanish goes away after you touch it, returns in 3 seconds
bug fixes
2021-12-28 21:03:06 -08:00
landgreen 44ecb2437a super duper
tech: super duper - fire +0-2 extra super balls
  super balls no longer part of MIRV

bug fix for plasma extruder interaction with doors that collide with power ups
mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range
2021-12-26 05:53:59 -08:00
landgreen fca1d2371a ice-nine
revolutionBoss is immune to damage at 1/4,1/2,3/4 health until it's laser spins around one revolution

thermocouple produces 1-9 -> 4-13 ice nine bullet
thermocouple is on by default until next patch

decoherence rewrite with flags instead of a banish array, to fix bugs
2021-12-25 06:30:57 -08:00
landgreen 40ad1ec4c4 community level run
new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
  try it out by enabling community levels in the settings

more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"

no power ups check box in experiment mode now disables all types of power ups, not just tech
  simulation.isNoPowerUps
powerUps can no longer move through doors
  this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones

fixed bug with undefined tech not showing up
2021-12-24 11:22:02 -08:00
landgreen bf7a22f243 more training levels
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"

tech: Bose Einstein condensate is removed until I can balance it

bug fixes
2021-12-22 08:59:10 -08:00
landgreen 9dc5c8d456 training maps
first 4 levels of the training maps are live
  this is very much a work in progress, but I'm putting it up for feedback

stunned and frozen mobs do no harm by default
  removed tech: osmoprotectant - stunned and frozen mobs do no harm

tech: annelids - randomly increase worm size and damage up to 100%

weak anthropic principle gives 45->50% duplication chance after almost dieing
complex spin-statistics immune to harm for 1.5->1.8 s every 7 s
exciton gives 60->66% damage
electronegativity gives 1% dmg for every 11->10 stored energy
arsenal gives 14->12% more damage per gun
pair production is now also a standing wave field tech
mass-energy takes 10% less damage
JUNK tech black hole cluster spawns mobs farther away, so you have a better chance to survive
undefinded tech no longer shows up on your first couple times playing, since it's a distraction for new players
2021-12-20 12:03:38 -08:00
landgreen 1a5a395992 brainstorming
powerUpBoss no longer gets invulnerability after death
  but powerUpBossBaby still has it

tech: brainstorming - randomize your tech choice menu every 2s for 10s
JUNK tech: brainstorm - randomize your tech choice menu every 0.5s for 10s
2021-12-16 05:34:04 -08:00
landgreen bd87000277 invulnerable
powerUpBoss & powerUpBossBaby go invulnerable for a second after they die
powerUpBossBaby is even smaller, and a bit slower
growBoss goes invulnerable for a second after one of it dies
shieldingBoss makes shields that are 50% stronger, shieldingBoss has 40% lower health
2021-12-14 18:22:08 -08:00
landgreen 498f867738 mantisBoss
mantisBoss:  3 punching mobs, eject your ammo when you get punched
  invulnerable except for 1 second after moving

powerUpBossBaby: smaller, cuter, faster, can't move through walls

slashBoss renamed revolutionBoss
  invulnerable every other revolution of it's blades

new mob state: invulnerable - immune to damage and status effects (stun, dots, freeze)
damage and harm circle graphic size have been made more consistent

bug fixes
2021-12-13 19:11:46 -08:00
landgreen 4137d719da only 3 bosses
several tech now have fewer requirements to unlock
some normal tech is now considered gun tech (mostly explosion stuff)
snakeBoss tails, stay attached to each other
"snakeBoss", "blockBoss", "powerupBoss" are now the only bosses for the random boss list

bug fixes
2021-12-08 20:48:18 -08:00
landgreen 92457703d5 grey intro
intro screen is more grey
experiment button is larger and darker

tech: nanowires - needles tunnel through blocks and map, +20% damage

Occam's razor gives 40->50% damage for each removed tech
determinism no longer removes the cancel button
superdeterminism now removes the cancel button and research, but doesn't remove gun and field power ups
railgun damage is doubled
regression does more damage per hit: 5->6% vs. mobs and 0.5->1% vs. bosses

bug fixes
2021-12-04 15:18:32 -08:00
landgreen 66025c14e2 hammer + nail
pneumatic hammer (20 -> +18% size and damage effects)
  now applies to nails, slugs, needles, in addition to rivets
integrated armament 20->25% damage, also if you switch guns converts guntech to new gun
backward induction removed
symbiosis removes 1 -> 0.5 max health per mob kill
plasma jet - costs 1 -> 2 research, and goes a bit farther
Occam's razor gives 36 -> 40% damage per removed tech
2021-12-01 19:22:06 -08:00
landgreen f8b18c7772 affine connection
tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost
tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses)
tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage

mob: launcherOne - launches 1 big seeker bullet that chases you
black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase

applied science no longer gives research (just a random tech for every gun you have)
bot fabrication increase cost every 5 -> x6 bots

average console time to disappear is 3 -> 4 seconds
ammo power ups no longer log ammo to in game console for performance reasons

JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
2021-11-28 05:28:01 -08:00
landgreen 677989dd02 torpot
change: torpor - if you have NOT killed a mob in the last 5 seconds reduce harm by 66% (no negative effect though)
2021-11-21 07:35:08 -08:00
landgreen d68ca63695 Occam's razor
tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage

tech dormancy removed
tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen
tech: torpor - gives the opposite of it's previous effect
  if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10%

relativistic momentum - pushes blocks in addition to mobs
  not much benefit, but it's fun
supply chain:  still doubles ammo, but now also adds 5% JUNK (yay)
  it no longer has any tech requirements
inductive coupling: 600% -> 700% regen while crouched

JUNK tech: density - blocks are 100x times less dense

tech descriptions can change their text dynamically now
  only a few tech are using this option so far
2021-11-20 09:05:21 -08:00
landgreen 9e7e88c28d railgun -> harpoon tech
railgun is now a tech for harpoon
  railgun tech: dielectric polarization has been removed
unaaq increases the size not length of harpoons

capacitor bank applies charging effects: throwing blocks, foam, railgun, pulse, tokamak
  fire cooldown reduction no longer effects these charging abilities, but it does reduce cooldown between discharges

foam now has a short delay between each discharge
foam charges ~10% faster
tokamak graphics indicate charging and max charge better
pulse laser can now regen energy passively while charging

tech: mass driver no longer gives improved block charge rate,
  but it gives 200% -> 300% damage for blocks
tech: inflation no longer gives improved block charge rate
  it gives harm reduction when holding a block and makes block expand when you throw them
tech: inelastic collision was removed it used to give harm reduction when holding a block

pilot wave uses 66% less energy to fling blocks
pilot wave can fling block effectively at much higher speeds now (which happens to use much more energy)
tech potential well is removed, because it isn't really needed anymore

inductive coupling: 500% -> 600% regen while crouched
molecular assembler now works with inductive coupling regen properly

bug fixes (superdeterminism, wormhole, applied science)
I probably added several new bugs, let me know if you find any
2021-11-14 08:21:28 -08:00
landgreen 50314c21e9 applied science
tech: applied science - gives a random gun tech and a research for each gun in your inventory

JUNK tech - motion sickness - disable camera smoothing
JUNK tech - palantír - see far away

foam-bot, nail-bot, missile-bot: are now affected by fire delay tech
  this gives some options for late game bot scaling

timelike now allows some energy regen while immune to harm in double time
Tokamak now overrides the trajectory throw graphics with its own
2021-11-11 06:28:28 -08:00
landgreen 95fcdb10b8 block throwing trajectory
block throwing and mines when crouched now have trajectory prediction, like grenades

all bot upgrades are about 20% better
Ψ(t) collapse gives 16->21 research
spores and drones have up to 20% shorter life span when the number of active bullets is high

1st ionization energy gives 7 -> 8 max energy per heal
permittivity renamed weak interaction
weak interaction gives 4 -> 5 max energy per unused power up
transceiver renamed electroweak interaction
fixed about 70 different requirement text situations
2021-11-07 21:09:29 -08:00
landgreen d77dde462e planetesimals broadcast
tech: inductive coupling - regen is increased by 500%, but you only regen when crouched

tech gun turret gives 55% -> 60% harm reduction
  also I fixed a bug where it was giving 45% not 55%

old tech inductive coupling is renamed: permittivity
permittivity gives 3 -> 4 max energy per unused power up
1st ionization energy gives 6 -> 7 max energy per heal

tech expansion - no longer costs energy to expand standing wave field

JUNK tech planetesimals now can spawn tech in n-gon
  or kill the player in n-gon
2021-11-06 07:26:14 -07:00
landgreen b5738e2480 grenade trajectory graphic
grenades display their trajectory, to help you aim
  I'm might get rid of it, but for now we'll try it out

several duplication tech give slightly lower duplication chance
strange attractor now properly includes all your tech in duplication chance (it wasn't updated for recent duplication tech)
2021-11-03 21:01:26 -07:00
landgreen 4aca8d0917 bug 2021-10-31 14:46:54 -07:00
landgreen 30e2a607bd cheaper lore
number of undefined tech needed to get lore is now lower at higher difficulty modes

bug fixes
2021-10-31 14:45:10 -07:00
landgreen 093e56dd12 retrocausality
time dilation tech: retrocausality - instead of pausing time your field rewinds time, including your health
  this tech replaces replaces CPT gun
  works well with tech: causality bots and grenades

wormhole
  activated on mouse up
  draw an outline of the wormhole to show if can work at your mouse location

adiabatic healing: adds 5% JUNK in addition to 100% better heals

several tech pool frequencies have been adjusted to roughly this rule:
  no requirements:  1x chance
  requirements: 2x chance
    (most gun and field tech)
  strict requirements: 3x chance or higher

bug fixes
2021-10-31 07:01:54 -07:00
landgreen 7af4ffdce8 field tech balance
field tech balance:
  pilot wave has access to more field tech: time crystals, WIMPs, no-cloning
  time dilation: can get symbiosis
  flux pinning: 2s -> 4s stun on blocking
  zero point energy:  74 energy -> 100 energy
  tessellation: 4->2 research cost
  bremsstrahlung: 33% more damage
  triple point: 50% more ice

  bug fixes
2021-10-28 16:31:23 -07:00
landgreen 79e27978ec JUNK percents
JUNK tech: facsimile - copy current level and insert into level queue
JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics

tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options)
  the percent values may seem like more but I actually lowered the JUNK chance about 10%

meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research)
symbiosis: only gives 1 bonus tech (was 1 or 2)
blink boss rebalanced (it's easier, and has two modes)

bug fixes
2021-10-27 19:21:51 -07:00
landgreen 34b1a02981 neutronium
tech: neutronium - 90% harm reduce while field is active, 33% slower move speed
  (requires negative mass field)
tech: charmed baryon - 0 cost wormhole, 33% slower move speed
harpoon tech: reticulum now always fires extra harpoons even if there are no targets

tech.removeTech() method has been improved
bug fixes
2021-10-24 18:28:33 -07:00
landgreen bac02c35f6 rotary cannon
tech: rotary cannon - nail gun (and rivet gun) have increased fire rate, muzzle speed, recoil, and accuracy
experiment -parthenocarpy- spawn about 50% more mobs
2021-10-23 08:50:52 -07:00
landgreen 61b365ff6c duplicated boss health
perimeter defense and network effect each give 1% more bonus per bot  (around an 18% increase for each tech)

extra bosses spawned from parthenogenesis and apomixis have health increased by your duplication chance
  (if you have 50% duplication the extra boss have 50% more health)
apomixis no longer costs 8 research
2021-10-22 05:58:16 -07:00
landgreen 8c1539fa68 needle ice
tech: needle ice - needles make 1-2 ice 9 after they impact a wall
needle shot gun fires 1 less needle

most harpoon tech are about 5% better
JUNK tech: negative friction - you speed up when you touch walls

no-cloning theorem:  42% -> 38% dup chance
symbiosis:  2 tech -> 1-2 tech after a boss dies
quenching gives 10% less max health for over heal
2021-10-20 21:27:45 -07:00
landgreen dfc0f9b574 surfactant
tech: surfactant - remove foam gun, get 3 foam bots, upgrade all bots to foam
  you can now have a chance to see gun removing tech even when that gun isn't active

n-gon title draws in 1/2 the time
  I'm getting flagged by google search that my loading page takes a long time to full render, so this might remove the flag
  the site is very fast to load, but I think google is getting confused by the title animation

bug fixes
2021-10-17 19:21:25 -07:00
landgreen 19c008fec1 fault tolerance
tech: fault tolerance - spawn 9 drones that last forever, remove your drone gun

fade in after death is more gradual
2021-10-17 09:00:11 -07:00
landgreen dbe33239fb background 10% opacity on death
after you die your canvas sticks around at 10% opacity
add a mouse over underline effect to hint that names are links
molecular assembler: all 3 manufacturing tech cost 3 -> 1 research
2021-10-12 18:57:05 -07:00
landgreen 90e9e73084 refractory metal
extruder:
  new tech: refractory metal - increase extruder damage radius
  fixed extruder graphics bug, and collisions bug
  dynamical systems and discrete optimization are allowed with plasma torch
    (although I nerfed them both just a bit)

irradiated nails: 90% damage spread over 2s -> 3s
  same total damage, but it takes 1 second longer
toggling harpoon: 6x -> 8x damage
  also the graphic effect is more obvious
slasher mobs will grow their sword at the farthest vertex from the player
2021-10-09 16:46:16 -07:00
landgreen f135046e0b extruder
plasma extruder
  extruder lag issues should be fixed!
  extruder graphics have a cool glow
  45% more damage
  20% more energy drain
  slows mobs a bit more
  extends faster
  it can hit mobs that get near it now instead of just inside it
  plasma jet now works with extruder
2021-10-07 05:49:49 -07:00
landgreen 8d1222301d wikipedia links
tech, field, and gun names are now clickable wikipedia searches
  works in pause and experiment modes
  several names have also been adjusted
2021-10-05 17:55:04 -07:00
landgreen d81eff43fc slashBoss
new boss: slasherBoss - radially waving short distance lasers

aerogel 250%->150% foam damage

bug fixes
2021-10-04 05:37:03 -07:00
landgreen 0d2c673aec mob: slasher
new mob: slasher - it's basically a jedi

harpoon: +33% damage, +33% delay after firing
time dilation reverted 50% -> 0% collision harm reduction
time dilation can no longer get tech: symbiosis
nano-scale: can access tokamak and discrete optimization
cache: 11x -> 13x ammo

bug fixes
2021-10-03 07:08:22 -07:00
landgreen 62b9d974b4 duplication animation
blackhole mobs can no longer see past stealth
adding dup chance has graphics now

bug fixes
2021-09-29 06:27:40 -07:00
landgreen 1eb58afb9d f key is bound to fire
pausing time or being cloaked gives you 50% harm reduction from mob collisions

no-cloning theorem duplication => down to 42%, but no longer removes 1% on bosses
dazzler => drains 25%->10% energy, and it has a 15% bigger radius
boson composite => only drains energy when you touch shields

'F' key lets you fire, and it can be rebound to other keys
  might be some bugs here, I didn't do much testing
2021-09-28 05:02:03 -07:00
landgreen e39bc7c0fc symbiosis
metamaterial cloaking field 300% -> 333% damage
no-cloning theorem 43% -> 50% duplication
symbiosis lose 2% -> 1% max health
2021-09-26 19:11:56 -07:00
landgreen 4df06fcfc6 mob body slice
no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob
  requires cloaking or time dilation field
tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level.
  requires cloaking or time dilation field

JUNK tech: all-stars - make mobs look like stars
JUNK tech: mouth - make mobs look like they have a mouth

the nonCollideBosses have been made 10% harder to kill
  these are the types of bosses that spawn from apomixis on 100% duplication

7+ sided mobs may slice in two when they die
2021-09-26 06:18:52 -07:00
landgreen 7c2c142b4c pacifist
tech: pacifist - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level
junk tech: bounce - you bounce, it's kinda annoying
2021-09-23 05:27:28 -07:00
landgreen 0561caf21a bug fix 2021-09-22 05:59:38 -07:00
landgreen f8d100ff26 harpoon balance
harpoon damage is increased 30%
picks up power ups from farther away
harpoon's range has been reduced about 20%
filament and unaaq require about 40% more ammo for the same effect
harpoon density lowers when it retracts
  so it doesn't do as much damage on retracting

more bug fixes
2021-09-21 06:17:41 -07:00
landgreen 0d9cb3bb4c undefined experiment
tech: toggling harpoon - after picking up a power up with the harpoon, your next harpoon is 7x more dense
  this probably needs to be balanced in the next patch
tech: regularization - use 6 research to increase renormalization by 10%
  (renormalization is 40% chance to get research when you use research)
tech: bot fabrication uses 2 research to build a bot (+1 cost every 5 bots)
tech: uncertainty principle now applies to wave beam in addition to foam
tech: integrated armament gives 19.95% damage (was 23%)

level: labs - platforming rooms have been simplified
start with 7/7 undefined tech if you choose an -experiment- and no other tech
2021-09-19 07:00:47 -07:00
landgreen 4eed719d10 cache
tech: cache - ammo power ups give 11x ammo, but you can't hold over 11x ammo

harpoon
  grabs 1 power up on the way out, or in
  harpooned power ups are predictable
    they attach to the harpoon instead of using physics to move towards player

bugs fixes
  lasers were broke, but I fixed them
2021-09-16 06:25:33 -07:00
landgreen 8cf4197219 input.down alt fire, not crouch
gun alt fire is determined by the down key not the player crouch state
  (so you can control alt fire when in the air or stuck in a tunnel)
  I did this with text replace, so it could produce some bugs

harpoon
  automatically uses power ups that return to player
  will aim at harder to hit targets, and possible miss
  returns extra fast if it is far from the player
  bullets last a bit longer so they don't despawn early
  cd on miss fire lowered to 1.5s (was 3s)

bugs fixes
2021-09-14 05:46:52 -07:00
landgreen a1b062e2a4 bug fixes 2021-09-13 05:27:52 -07:00
landgreen f719c8edb9 harpoon tech
harpoon gun
  shaped more like a harpoon
  grabs power ups slower, and from the tip of the harpoon
  only uses energy on returning
  doesn't have thrust if there is no mob target

  tech: reticulum - make one more harpoon if there are mobs nearby that you are facing
    I'm letting this stack to 9 even though it's silly cause that is n-gon's style
  tech: ceramics now lets both harpoons and needles ignore shields
    this was coded poorly so if shield bugs show up it might be from this
  tech: fragmentation makes ~15% fewer nails for everything it affects
  tech: filament gives 3% length per ammo (was 1%)
    also length is capped at 75 ammo because after that it's just annoying
  tech: unaaq is longer at low ammo but scales slower at high ammo

bugs
  fixed laser collisions on player head when crouching
  returned experiment gun and field circles
2021-09-12 15:34:29 -07:00
landgreen f7cd48c3ff harpoon
new gun harpoon
tech: filament - harpoon rope gets 1% longer for every harpoon ammo in your inventory
tech: unaaq - harpoon gets 1% longer for every harpoon ammo in your inventory
  harpoon is pretty unbalanced, but I'm pushing it out so ya'll can let me know how I should balance it
  more harpoon tech to come
    2+ harpoons out at once
    hold fire to extend rope longer
    improved targeting: so it can hit the same target a few times

tech: controlled explosion - explosions shrink to prevent them from hitting you,  cost 3 research

JUNK tech: true colors - set all power ups to their real world colors (just makes random colors)
2021-09-11 08:02:09 -07:00
landgreen 7f3fb1c214 explosion damage
all explosions do 33% more damage to mobs
  and 75% more damage to player
  boom bot explosions are 16% smaller

laser-bot does 15% more damage
missile bot fires 15% quicker
tech: phase velocity  also adds 15% wave damage  (because it disables phonon is was a bad choice)
many duplication tech add less duplication
Maxwell's demon now requires current energy above your max to unlock

power ups in the intro tube get pushed around a bit, this might stop them from sliding on the walls
mines when they are stuck to walls no longer collide with blocks  (to not block elevator)
more bug fixes
2021-09-04 18:45:13 -07:00
landgreen 13cc190211 blockBoss
blockBoss: new boss based on work by TheShwarma
  (3x chance to randomly see blockBoss until next patch)
  it's over powered, I'll probably nerf it next patch, but I want to get some feedback first on how to nerf it
  hint: if you kill the boss all the mobBlocks turn back into blocks

very very small blocks are slightly limited in how fast they can be thrown
  they were moving so fast they would miss their target sometimes

tech: energy conservation gives 5% energy back (was 6%)
tech: arsenal requires at least 3 guns in your inventory
tech: active cooling requires at least 2 guns in your inventory

several bug fixes
2021-08-31 05:54:37 -07:00
landgreen 1f471cf941 orbs
orbs replaces some power up text descriptions

player damage taken is increased by 1%
finalBoss ramps up the mob spawns more slowly, making lower damage high survival builds more effective on the finalBoss
5% laser damage increase
15% mine fire rate reduction

ctx.clip() is back for metamaterial cloaking field
  it wasn't the source of the lag, firefox is just slow on my work computer
tech: buckling was disallowed, but I fixed it so you can get the tech again
2021-08-27 06:01:57 -07:00
landgreen 9567a23cf5 MIRV
tech: MIRV - now effects grenades and super balls in addition to missiles
  no change for super balls and missiles, but this is a new tech for grenades

undetonated mines are returned at the end of a level
  removed tech: mine reclamation
  mine gun has 30% less ammo
  laser mines do 7% less damage
  booby trap now comes with 53 JUNK (up from 33) but it's mines can be returned for ammo

removed ctx.clip() from metamaterial cloaking field for performance reasons
  the graphics look a bit different now, maybe not as good, maybe it's just different

iceIX bullets last 50% less time, but do 50% more damage and have 25% more thrust
  so it's more of a close range bullet
  ice-shot has 2 fewer bullets
2021-08-22 20:35:27 -07:00
landgreen a1f42479c0 mine buffs
20% damage for all mine modes
laser mines spin super fast when it first finds a target, and a bit faster overall
mine sentry lasts 17 seconds (2 more seconds)

desublimated ammunition comes with 7 JUNK tech
several foam tech do 5% less damage
shotgun has 1/9 less ammo
apomixis now requires 11 research
historyBoss takes 25% longer to reach it's minimum follow distance

bug fixes
2021-08-21 06:17:03 -07:00
landgreen d8dd82c8a0 bug fixes 2021-08-19 06:12:05 -07:00
landgreen 452b00273a blast mines
tech: blast mines - mines stun when they activate

laser mines only fire if crouching  (so you can fire normal mines when energy is low)
mines now includes the radius of the mob when calculating mobs in range
  so it will detonate from the final boss from farther away
mines have a small random chance to detonate from targets up to 40% father away

time dilation field drains less energy for the first few seconds, but linearly ramps up energy drain as you stay frozen in time
  unfreezing time returns you the normal drain rate in half the time to ramp up
  this should be a buff for all situations, except someone who has a huge external source of energy

360 wave beam has reduced mob slow effect
2021-08-18 06:33:55 -07:00
landgreen 03d97f75b2 Meissner effect
perfect diamagnetism can maintain after you deactivate the field with out tech: Lenz's law
  starting perfect diamagnetism is a bit smaller
tech: Meissner effect - makes perfect diamagnetism much bigger

plasma-bot removes plasma field
  plasma-bot uses much less energy and does a bit more damage
plasma jet requires 1 research, increases range 50% (was 30%)
tech microextruder does 30% more damage and uses 10% more energy
2021-08-16 06:05:37 -07:00
landgreen 37d31ffb76 shield blocking
relativistic momentum: laser pushes harder and slows mobs a bit to give a more predictable effect
laserBombingBoss targets faster at higher levels
you can now block shielded mobs, but your shield gets disabled for a bit

fixed bug that made perfect diamagnetism have trouble blocking too many things at once
and more small bug fixes, of course
2021-08-15 11:14:47 -07:00
landgreen 714204bd62 laserBombingBoss
new laserBombingBoss
  I didn't do any difficulty testing, so maybe let me know if it's too easy

laser and plasma bots will target mobs bullets
non updating health bar bug fix
2021-08-12 19:25:03 -07:00
landgreen 2e406c5264 orthocyclic winding
tech: brushless motor - drones rush more often and do 44% more damage
  requires torque bursts
tech: orthocyclic winding - irradiated drones are faster and do more damage
  requires irradiated drones

automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets

safari is super buggy, I'm guessing no one that reports bugs uses it.
  fixed scroll bar covering up pause right side text on safari and firefox
  fixed issue with ctx.setLineDash sometimes making the player dashed on safari

various other bug fixes
2021-08-11 20:40:17 -07:00
landgreen 72c3ef2d04 ambush
tech: ambush - cloaking damage effect is increase from 300% to 500%

several bug fixes
2021-08-10 06:38:54 -07:00
landgreen efa16c9ad5 invisible map element bug fixed
cloaking field no longer gets smaller when you are low on energy
invisible map element bug fixed
2021-08-08 11:26:24 -07:00
landgreen 387d30eff5 snakeSpitBoss
new boss snakeSpitBoss - it's just snake boss but it shoots little pink seekers

tech: cross disciplinary - get an extra gun or field option in tech menu
  now that you can scroll the selection menu can be longer

unified field theory - now gives 6 research, in addition to letting you switch fields when paused
cardinality renamed emergence - and gives some JUNK

bug fix where game crashes if you beat the boss
2021-08-08 06:05:24 -07:00
landgreen c3b96f749e missile-bot
missile-bot tech now removes your missile gun, but missile bot fires much faster
  missile-bot now benefits from all missile tech

rail gun has a bit less ammo and fires a bit faster
  in between how it is was in the last two patches
rail gun gets less energy from half-wave rectifier
2021-08-07 06:42:48 -07:00
landgreen aea9276cb2 Composite replaces World
Matter.World has been replaced with Matter.Composite
  matter.js deprecated World
  could cause problems merging your old code
    (replace World with Composite in your code)

tech: many worlds - now costs 1 research at the start of each level to activate
  a nerf, but also a buff because if you like a build you can freeze it by not getting research

mine gun has 25% less ammo and 33% more damage

railgun now gets 50% more ammo, but it fires slower
fixed rail gun ammo drain on misfire bug

fixed experiment gun display bug
2021-08-06 09:20:37 -07:00
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 f9dc66797b decomposers
decomposers - worms reset their lifespan if they kill their target

nail tech tree reworked a bit
  removed powder actuated, nail gun  ramps up to full fire rate with just pneumatic actuator
  needles and ice crystal nucleation can get supercritical fission and irradiated nails now
  supercritical fission crits easier

labs exit platforming is a much easier since it's in the general rotation now

bug fixes
2021-08-02 06:39:38 -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 c7c837672e restitution
tech: restitution: thrown blocks are bouncy and blocks do 150% more damage
  the tech previously named restitution is now named buckling

after getting a bot upgrade, future bot tech will be for the upgraded bot type
  (doesn't effect tech that gives random bots)

bug fixes
2021-07-29 05:46:30 -07:00
landgreen 030824ed5d seePlayerByHistory
blinkBoss - teleports after you, drops grenades after each teleport
sneaker (the stealthy black pentagons) - decloaks slower, moves slower, is smaller, has more health

some mobs can now sense you by "smelling" where you were
  they check for a clear line of sight with your last 10 seconds of history
  snakeBoss, blinkBoss, sneaker

extra bosses no longer spawn on final level
beating the final boss clears mobs that spawn after a mob dies, like powerUpBoss

phonon and isotropic radiator range reduced about 10%
2021-07-27 19:52:01 -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