mini black hole mobs travel through walls
mod: radioactive contamination - after a mob or shield dies, leftover radiation spreads to a nearby mob
mod: half-wave rectifier - railgun overfills with energy when you charge instead of draining
removed rail gun mod - frame dragging
bug fixed - rail gun bugs out when your charge speed gets very low
mod: sentry - mines are modified to automatically fire nails at nearby targets for 12 seconds
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: pulse is now a mod for laser
mod: beam splitter applies to pulse
difficulty balancing
(this needs to be done as more mods are added to the game to prevent power creep)
all modes are a bit harder
if you used to play why, try the new hard
if you used to play hard try the new normal
power ups drop more often from bosses on all modes
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
mods ejected from Bayesian statistics can't duplicate
the power up boss moves faster, has less health,
it will eject one of your mods after a collision
and two health power ups
mod ammonium nitrate: increase explosion damage and area by 25%
also other explosion mods have been rebalanced (damage buffed, but self damage is also higher)
field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in
mobs don't do much in worm hole yet, but that is coming with future mods
mod: decorrelation - 2 seconds after you don't use your gun or field get 40% harm reduction
mod: anticorrelation - 2 seconds after you don't use your gun or field get 50% damage
requires decorrelation
mod: ionization energy - heal power ups give you 4% max energy
requires mass-energy equivalence
mod: discrete optimization - 50% damage and 50% slow fire rotates
requires cloaking field
mod: waste heat recovery is removed
mod - fracture analysis only applies to stunned mobs (not unaware mobs)
phase field is removed
new field: metamaterial cloaking
mod: phase decoherence - intangible to mobs while cloaked, but passing through mobs drains energy
mod: flashbang - stun mobs as you exit cloak
mod: electric reactive armor - reduce harm from explosions by 6% for every 10 energy
mod: waste heat recovery - laser damage grows to 400%, but you start to eject your health as a heal power up
new community level by Francois: house
mod: recursion - gives missiles a 30% chance to spawn a larger missile when they explode
mod: electric reactive armor - immune to harm from explosions while energy is full (was 80%)
mod: ammonium nitrate - explosions are 60% bigger, but they do 300% more damage to you
mod: trinitrotoluene - explosions are 50% smaller and do 71% more damage
blocks drift towards the center of pilot wave's field
mod: Bayesian statistics - no longer stops ammo spawns
30% to double power ups, but ejects a mod when you take damage
mod: exciton-lattice - 40% damage, but no ammo can spawn
after you die, you can find the build you used in the custom menu
shooterBoss - smaller, but more massive,
aims better at short range, and fires faster
bomberBoss fires faster, bombs are more likely to split
mod: osmoprotectant - stunned or frozen mobs cause no harm
field: perfect diamagnetism is a bit larger
can now grab power ups from far away
mod: exciton-lattice - reduce harm by 80%, but after taking collision damage eject a random mod
eject extra mods if you have recursive stacks
power ups have a bit more air friction
power ups must be in line of sight to be pulled by the player
why mode now gets 100% chance for a second boss power up (up from 50%)
this should let why mode reach more interesting build depth
laser and pulse got a damage and energy use buff
immune to harm for a second after exiting the power up selection menu
rail gun mod: capacitor bank - no charge time, but smaller bullets
stunned mobs now still display health bar
when you hit a mob hard with a block they get stunned
blocks do about 15% less collision damage
stuns lasts longer for larger and faster blocks
zoom now only works in testing mode with keys: i / o
minigun is now nailgun (higher damage, lower ammo)
mod: pneumatic actuator - nail gun's ramp up time is 50% shorter
mod: powder-actuated - removes ramp up time and increases nail speed
removed mod depleted uranium
mod: super size - larger super balls
bubble fusion drops 2-3 power ups (down from 3)
perturbation theory: damage is 5% (down from 6%) per reroll
but the mod will not show up until you have 4 rerolls stockpiled
sporeangium grow faster when stuck to a mob
mod: liquid cooling - freeze all mobs for 6 seconds after receiving harm
mod: perimeter defense - gain 6% harm reduction for each bot
mod: bot fabrication - anytime you have 3 rerolls, convert them into a random bot
mod: Ψ(x) collapse - 33% haste, if you have no rerolls
mod: mine synthesis - drop a mine after picking up a power up
damage immunity after a collisions is reduced from 1/2s to 1/4s
freezing status effects only last 1/4 as long on boss mobs
mod - shotgun 66% increased fire rate and recoil
mod - slowly heal when below 25% health
mod - superdeterminism spawn 4 mods, but rerolls, fields, and guns no longer spawn
added mods to spawn a gun, a field, and rerolls
added mod that gives max health for leftover power ups
this mod has some interesting interactions with other mods
mod annihilation now uses 20% of base energy and doesn't trigger damage immunity
mod Hawking radiation removed
mod negative temperature: freezed mobs in range of negative mass field, but drain energy
mod: logistics
ammo power ups are added to your current gun
spawn 4 ammo immediately
new mod - heal: gives heals
new mod - ammo: gives ammo
mod mass-energy equivalence no longer benefits from harm reduction effects,
but it also takes 25% less damage than before
mod - timelike world line gives 2x faster speed and harm immunity when time dilation is active
mod - Lorentz transformation improves move jump and fire speed even when time dilation isn't active
(the same as 1 rank of squirrel cage rotor and auto-loading heuristics)
mod - electrostatic shots: 33 increased damage and 33% increased delay after firing
mod - time-like world line now also gives 33% reduced delay after firing (even when the field isn't active)
mod auto-loading heuristics now gives 20% reduced delay after firing (up from 15%)
above level 20 boss power ups only drop on even levels
removed mod ablative mines (was buggy, and too similar to ablative drones)
flechettes get stuck in walls
flechettes do no damage to mobs on hit
flechettes do more damage over time, and have more ammo
mod - flechettes pierce mobs
mod - mutualism: each spore does 2x damage but they borrow 1% life from player
harmonic field now has no cooldown after blocking
negative mass field accelerates slower, but with a higher top speed
negative mass field harm reduction is now 60% and always on
mod degenerate matter increases the damage reduction from 60% to 80%
falling damage and damage from blocks have been removed
(I'm trying it out, let me know if you want it back)
mod - many worlds: 100% chance on choosing a power up to spawn a reroll if you have no rerolls
mod - microstates: +7% damage for every 10 active bullets
(requires mod: Lorentzian topology)
mod - laser diode: laser, pulse, and laser-bots use 37% less energy
25% increase in difficulty scaling (level 10 should now have the difficulty of level 12)
effects: player damage, mod damage, mob acceleration, mob reaction time, mob cooldown time
anthropic principle - now consumes 1 rerolls, and heals player to 50% health instead of letting them die
many worlds - 66% chance for rerolls
quantum immortality - also gives 3 rerolls
mod drones - Brushless Motor: drones move faster
mod drones - redundant systems: removed
choices in power up selection should no longer repeat the previous choices when possible
sporangium gun now sticks to things, takes longer to germinate, ammo and fire rate are increased.
plasma field does 50% more damage, pushes 20% harder, but has 20% less range
acute stress mod removes 1/3 (was 1/2) of your energy
zoom works with i and o now
cell boss has double the chance to spilt on damage.
After it splits, each daughter cell has the mother's reduced health
new gun neutron bomb, persistent AoE damage
(might still have issues sticking to objects properly)
new mob neutron bomb stuns mobs